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Alternative to Fast relog limitation
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Topic: Alternative to Fast relog limitation (Read 813 times)
Lordus
So long and THANKS for all the fish!
Alternative to Fast relog limitation
«
on:
March 12, 2012, 06:07:36 pm »
1) Dont eliminate Fast relog
2) Implement high value of negative HPs.
My idea is, that chars could have much more negative hitpoints. I.e. minus 150. So after your char is disabled (0 and less of HPs), you are not simply quit that char, because you still have chance to recover from negative HPs state: autoheal, your mate could heal you. So simply, even you are disabled, you are still focused on current char.
I understand, that it would affect PvP style of combats. Because priority would be to disable enemy team, not kill player by player, but it could bring more tactics into PvP.
possibilities:
3) Higher level char, more negative HPs.
What do you think?
Logged
So long and THANKS for all the fish!
Lizard
Re: Alternative to Fast relog limitation
«
Reply #1 on:
March 13, 2012, 09:40:37 am »
Think of poor PKs - they will need to waste much more ammo on the bluesuits to kill them. Just disabling them is no fun.
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Wasteland is a tricky business.
Michaelh139
Goin for 900,000...
Re: Alternative to Fast relog limitation
«
Reply #2 on:
March 13, 2012, 11:25:18 am »
people will always fast relog. nuff said.
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Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
naossano
Re: Alternative to Fast relog limitation
«
Reply #3 on:
March 13, 2012, 12:37:55 pm »
Indeed.
Way to avoid fast relog would only give advantage to those who use third party programs...
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The Lost Children
We help.
Re: Alternative to Fast relog limitation
«
Reply #4 on:
March 13, 2012, 10:40:44 pm »
Oh the limitations ofmaking a game for a bunch of abusers
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Alternative to Fast relog limitation