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  #211  
Old 08-12-2008, 02:55 PM
Join Date: Jan 2008
Server: Roberts/Antigua
Nation: Jacktopia
Career: Merchant Hunter
 
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Quote:
Originally Posted by Snap View Post
No, that's not the case. You have to be within range to join just like you have to be in range to attack anyone on the open sea. If you're not in range, you have to move within range, but that takes time. That's all.
So people in Bridgetown can join a battle in New Orleans. That's just wrong, just my opinion.
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Jack Simple - Retired Merchant Hunter
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  #212  
Old 08-12-2008, 02:56 PM
Join Date: Jan 2008
Server: Antigua
Society: Renegade Legion
Nation: Spanish
Career: NO
 
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Originally Posted by Snap View Post
I'm not up on the numbers, but I recall one of our designers pointing out that while it's possible to cover 1000y pretty quickly in a fast ship, it takes a lot longer to close 1000y when your opponent is on the run. And, as always, let's remember that speed-fitted ships sacrifice strength; once they get in range, they've still got a fight to win, against a ship that packs more of a wallop than their own.
If the ship packs more of a whallop, why is it running?

If it takes so long to close 1000y, the exit timer will come up anyway.
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Oh, and once again, Ele has accurately predicted the future
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  #213  
Old 08-12-2008, 02:56 PM
Join Date: Feb 2008
Server: Rackham
Society: Grenouilles de Mer
Nation: French
Career: Privateer
 
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Great so you mean with current population imbalance where there is one french 6man group and 4 british 6 man group they'll just keep zerging ppl into the battle when they die... I read enough

/sigh
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  #214  
Old 08-12-2008, 02:57 PM
Join Date: Jan 2008
Server: Antigua
Society: Dark Knight Company
Nation: Britain
Career: Naval Officer
 
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Originally Posted by elessaria View Post
I came up with a dozen potentially game-breaking exploits in the first 15 minutes actually.
Much like when LSBs launched, MoT turn-in for LSBs launched and the insurance system launched.
So post them instead of just saying the game will fail. Posting possible game-breaking exploits would be constructive!
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TheRooster (aka Red Rooster), CEO Dark Knight Company, Antigua
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  #215  
Old 08-12-2008, 02:58 PM
Join Date: Jan 2008
Server: Roberts/Antigua
Nation: Jacktopia
Career: Merchant Hunter
 
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I think this is the end of 1v1. But even if it isn't there is nothing in these changes to interest my play style. Until you guys start opening up the map to more PvP and allowing econimic warfare to really happen then what's the point. I guess in the end this just isn't the game for merchant hunter roleplayer's anymore.

I miss closed beta :-(
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Jack Simple - Retired Merchant Hunter
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  #216  
Old 08-12-2008, 02:58 PM
Join Date: Jan 2008
Server: Antigua
Society: Order of the Silver Star
Nation: France
Career: Privateer
 
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I do think it's rather telling (and I've read through the entire thread) that the only people who are coming out in support of this idea are the Brits, the people who have the numbers to support this kind of gameplay.
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Deacon Laffite
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  #217  
Old 08-12-2008, 02:58 PM
GB.
 
Join Date: Jan 2008
Server: All
Nation: All
 
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How does the new open PVP system prevent kill stealing?
you may be one shot away from sinking your apponent & a re-inforcement turns up & steals the kill.

Does the battle instance cater for grouping beyond 6 to a max of 10?

So all PvP battles are OPEN to both sides & only the defender will be able to have up to 10 in out-numbered battles whereas the attacker can only re-enforce up to 6.

Can a battle status be changed to outnumbered after the initial battle timer or does it only check once at that point?
Don't see the point in the initial battle timer as every group will just have one split off to start the battle & the rest of the group will join after the initial battle timer so preventing the defender from having outnumbered battle status & calling up to 10 re-enforcements.

To preserve fair fights & prevent ganking it may be better if the defender has the initial right to open up the battle by using a flare.
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Last edited by Ged Bligh : 08-12-2008 at 03:57 PM.
  #218  
Old 08-12-2008, 02:58 PM
Join Date: Jan 2008
Server: Antigua
Society: Renegade Legion
Nation: Spanish
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Originally Posted by TheRooster View Post
So post them instead of just saying the game will fail. Posting possible game-breaking exploits would be constructive!
I agree, but we're at 20 pages and counting and tomorrow it'll be 50 and wasted effort. I'd rather check out Testbed a little and post there where the one blessing of a dead test environment is the ease of attracting attention.
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Oh, and once again, Ele has accurately predicted the future
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  #219  
Old 08-12-2008, 03:00 PM
Join Date: Jan 2008
Server: Antigua
Society: SGS
Nation: Great Britian
Career: Naval Officer
 
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I think it would work if the amount of re-enforcements were capped rather than time.

So if 6 attacked 2 then the total re-enforcements that could enter the battle before it was locked for good was 6 for a total of 6 vs 8. Once those 6 had joined the defenders that would be it. That would give the 6 players a chance of winning, but would punish them for ganking the 2

it would also allow 1vs1, 2vs2, XvsX as the equal sides would mean no re-enforcements for either side (group members within 5miles would still get the chance to join)
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  #220  
Old 08-12-2008, 03:00 PM
Snap
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Join Date: May 2008
Server: FLS Mothership
Society: Flying Lab
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Quote:
Originally Posted by beltpouch View Post
How does boarding combat effect the timer? Was never really an issue before but now could be.
I don't recall offhand; it hasn't changed AFAIK.
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