Other > General Game Discussion
Millitia ruins pvp
Izual:
Shouldn't they know the truth ??? Okay, back to topic ;)
Dark Angel:
--- Quote from: Pozzo on July 12, 2010, 05:25:41 PM ---In my opinion, what militia needs now :
- Faction owning the town should be able to give orders to militia and decide some ennemies factions to shoot on sight (we enter a faction name with "say" and all players from this faction are shoot on sight, for example)
--- End quote ---
Its Decide to fail when you enter alone to city, more useful for PK & it only do nothing when team enter from Mine ( in redding) On residental in Broken hill etc.
--- Quote ---- If militia become more intelligent, and by the way more powerful, it needs to be nerfeed on the other side. One idea (maybe good or bad) : when you buy a milician he starts unarmed (with at least a good unarmed skill). Then the faction owning the town should have to "give" weapons to milicians for fighting (at the condition that they still have infinite ammos, I guess). It may be hard to script but it can be way easier if all combat skills of milcians are the same (150% unarmed, 150% small guns, 150% big guns, and so on).
--- End quote ---
For me it's bad idea. We need other exit from this problem :)
First Devs SHOULD repair problem with TC leader ( None city and problem when Team attack Militia and one man in sheriff building buying next soldier all time ) ::)
Pozzo:
--- Quote ---Its Decide to fail when you enter alone to city, more useful for PK & it only do nothing when team enter from Mine ( in redding) On residental in Broken hill etc.
--- End quote ---
Sorry I don't understand this sentence :-\
--- Quote ---First Devs SHOULD repair problem with TC leader ( None city and problem when Team attack Militia and one man in sheriff building buying next soldier all time )
--- End quote ---
Yes ! First of all. But I guess they are already working on it so I would like to think about something more (mooaaaarrrr)
Dark Angel:
''Its Decide to fail when you enter alone to city, more useful for PK & it only do nothing when team enter from Mine ( in redding) On residental in Broken hill etc. ''
if someone enter from enemy faction alone to trade , dug ore etc. he can die by militia ( look , guard of town can write 400 faction name on enemy list))
And militia will do nothing when enemy enter to Mine , residental etc... But they will see nothing =)
Pozzo:
--- Quote ---if someone enter from enemy faction alone to trade , dug ore etc. he can die by militia
--- End quote ---
- If the town is owned by a PK team : nobody will be able to trade anyway.
- If the town is owned by an anti-PK team : only ennemies of the faction (ennemies of anti-pk faction is pk faction) will be killed, so PKs will be killed.
I don't see where is the problem :)
--- Quote ---And militia will do nothing when enemy enter to Mine , residental etc... But they will see nothing =)
--- End quote ---
Yes, militia can't do all the job. Players have to fight by themselves if they want to mine.
And if noobs or single players want ore or uranium they can ask to faction owning the town to help them gathering at the mine or they can trade their goods for ore.
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