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Author Topic: Make flares craftable  (Read 5675 times)

Pandemon

  • The GM-eater
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Re: Make flares craftable
« Reply #15 on: May 21, 2010, 02:43:41 pm »

Good idea, implement them!
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LagMaster

  • No. 1 Topic Starter
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Re: Make flares craftable
« Reply #16 on: May 21, 2010, 03:41:01 pm »

this is a funy ideea,and no down parts that afect gameplay,just for fun
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Sashi

  • Rolling my saving throw
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Re: Make flares craftable
« Reply #17 on: May 22, 2010, 03:46:55 am »

On ground, definately not on hand.
Yes in hand too! A radius on light is a radius of light, regardless if on ground or in hand. (Think D&D torch rules)

I'd set it up so if the sneak stays in the flares light for a certain amount of time they would light up. Closer he is to the flare the less time it takes. So if he stays right on the flares dim edge it would take more time to see him than if he was standing on it (Which standing on it and holding it should immediately terminate sneak).
« Last Edit: May 22, 2010, 03:50:35 am by Sashi »
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Atom

  • Rotator
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Re: Make flares craftable
« Reply #18 on: May 22, 2010, 07:29:16 am »

(even if this constitutes an off-topic)

It was not bug. It was planed from begin that flares were good vs powerarmors when throwed at eyes.

Nope. Powerarmor weakness was planed from begin flares throwed at eyes and were effective vs powerarmor users when throwed at eyes when not dangerous for metal armor users etc.

There was absolutely nothing special about flares eyeshots.
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Re: Make flares craftable
« Reply #19 on: May 22, 2010, 01:09:58 pm »

I think they think this because of the flavour text on the f2 wiki.
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