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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#81 (permalink) | |
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Senior Member
![]() Join Date: Feb 2006
Posts: 396
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Quote:
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#82 (permalink) |
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Senior Member
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What was meant by "round" is that the entire battle could be over 10 minutes later. Hopefully most battles won't be 10 minutes long, but it's certainly feasible, and not everybody can play through the whole thing.
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#85 (permalink) | |
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Training Grounds
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I guess most of u havent been in a massive fps style battle before. When you have 100 players attacking a place defended by 100 more players you simply cannot avoid to take friendly fire or to unintentionally damage a friendly (for those who played PS: i m a long term thumper user so i know what grief points are and i manage to keep under 200 even in the most crowded situations PS have a good system to deal with this, as long as you damage a friendly you pile up grief points, the more griefs you have the faster they grow and the slower they fade. When you reach 1000 griefs your weapon are locked and your vehicle can run only at 10% (i guess) of it's speed. That means: you want intentionally kill your mates? in 5 minutes you are off, u cannot manage your weapon? in 5 minutes you are off until u take some more care, sounds perfect is it? |
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#86 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Location: Arkansas
Posts: 128
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Actually,
I've been thinking about this whole thing. This whole debate of FF or no FF? Well how about this? What if when you shoot someone you lose just and much health as you caused the Friendly that you were shooting at. Say you shoot a friendly and you cause 20 HP of damage to him...you will also lose 20 HP of damage as well. That would almost be a perfect solution! actually. You'd watch your fire as to not damage yourself or your friendly buddy. Also, it would defeat the purpose of trying to grief someone cause you would die too. Only problem I see with it is how does it deal with vehicles running over infantry ...or you shooting someone with a vehicle? It could estimate on a %age base ...I suppose. If you hit someone with your cannon from your tank for 80% damage your tank will tank 80% damage as well. Or if you run over someone with your hoverbike for 100% damage your hover bike will take 100% damage as well. and so on and so forth. any feed back on this?
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#87 (permalink) |
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Senior Member
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Posts: 396
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My feedback on that is that Ive got a poll option already for that solution, though I wrote twice instead of same.
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#89 (permalink) | |
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Member
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Posts: 53
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#90 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Location: Arkansas
Posts: 128
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well of course you can't stop that A*hole that is just hell bent on TK'ing people.
But, this solution means that they are only going to TK one person at a time which will also result in thier own death. This could be real discouraging to some one really quick. The fun of TK'ing someone is to stay alive yourself and boast about it to them. This quickly nips that problem in the bud. Now if we really wanted to get hard core about the punishment of TK'ers we could have this type of system with a "Grief" system as well. To double insure that we keep the numbers of TK'ers down. I don't know but this sounds like a very good idea to me.
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#91 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 23
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People would TK just to get the black in their name.... I see clans trying to get it, I mean how many people would move out of his/their way. Granted you could shoot him but I think a little extra is required. Hell I was never a tker but I have recieved points in PS becuase some dumb ass hit me with his vehicle, or a person trying to steal your kill and you end up hitting him a few times.
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#92 (permalink) |
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Senior Member
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Health loss is often a good option. At first it could be a small amount that you lose yourself, like 10-20% of the damage you do to your teammate. If you keep hurting teammates, the multiplier increases more and more, and it would take a long period of not hurting teammates to bring it back down. Abusers would be taken care of because eventually if they even scratched a teammate they'd take 1000% damage and die instantly. If scaled right, it would be a very fair solution.
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#93 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 18
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I have to go with Weapon Lock up... if I could do multiple, I would do lock up and rooted... and maybe XP loss. But the thing is, there are those people that get infront of people on purpose to mess somone up and get them rooted and such... what do we do then?
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#94 (permalink) | |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 25
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#97 (permalink) | |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 25
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Quote:
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#98 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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How about we let players solve this problem by themselves?
If a bully is picking on you, you either find a group of friends, make a group of friends, or find a BIGGER bully. I suddenly realized this isn't unlike the playground problem. Sure you can run at EVERY fight to break em up, but that isn't a solution. I suggest simply GIVING players a COUNTER measure, instead of TAKING away a choice of action.
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#99 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Posts: 396
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Theoretically its a good idea, I just have the vision of everyone killing everyone in a mass teamkilling spree after awhile though.
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