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WildGirlSun 02-Oct-05 06:10 PM
Member since 16th Sep 2004
250 posts
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#10473, "Anti-Ganging Against Tribunals"


          

First off, love the game, and I adore the new anti-ganging code, especially since I have a tendency to go after gangs by my lonesome.

I did have a comment about the use of guards on non-criminals. When trying to fight the captain to retrieve the fetish, its become abundantly clear that many won't fight unless they have the extreme advantage. An example would be a tribunal who will only fight once you are fighting the captain, then they call their guards and its basically a four on one situation with the possibility of facing a mob death. It makes retrieving virtually impossible.

Could I suggest there be a check system? Like, if only one person is fighting the captain, then allow straight pk-to-pk fights (however many players there are against others. If there's two people fighting the captain, then allow one guard to join, three people fighting, then both guards can join. I think this would make things a lot more even and fair against those who are just trying to retrieve. That way, you can still have the captain kicking dirt and however many tribs in range fighting the person whose fighting the captain. Through protections, its a little bit ridiculous to get three-rounded.

  

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nepentheSun 02-Oct-05 07:44 PM
Member since 04th Mar 2003
3430 posts
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#10474, "RE: Anti-Ganging Against Tribunals"
In response to Reply #0


          

Guards are Tribunal's power, and incidentally the only one that's particularly useful in a counter-raid defense unless the raiders are wanted. A guard isn't the equivalent of a PC. Two guards aren't even the equivalent of an in-range PC, unless the PC is terrible.

If you do something like this, the logical corallary is that, for example, Outlanders shouldn't chameleon or use any of their powers if someone is trying to get their item back from the Huntress.

I personally don't think it should work that way.

  

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