Jumping out of combat... - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Jumping out of combat... (/showthread.php?tid=123727) |
RE: Jumping out of combat... - Omi - 12-16-2014 (12-16-2014, 08:14 PM)Ross.Evans Wrote: New players should stop asking to nerf things that old players with cash use, such as Jump Drive/Cloak. hey i guess missiles aren't all bad after all xddddddd RE: Jumping out of combat... - Highland Laddie - 12-16-2014 Solution Winner! Quote: Highland Laddie Wrote: Instead of making a jump interruptible via CDing (which Spazzy already noted could turn into a MAJOR troll fest), I'd rather like to see a specific weapon/equipment developed (or maybe even built via PoBs) that can interrupt or even disable them, either like an anti-jump Torpedo/Missle used by Bombers or Cruisers, or even like the gravity well from the Star Wars universe. RE: Jumping out of combat... - Sciamach - 12-16-2014 Posting arguements against people involved rather than an idea we stand behind shows weakness in your side of the conversation. Well done. I'd like to ask that everyone not get so up in arms about this as to turn to personal insults, lets keep this civil so some change can actually happen for once.. Furthermore: i'm considering making a seperate poll along the lines of: How to fix jumping re-engagers: A: add a rule preventing re-engaging B: modify jump drive capibilies so that there is a way to disrupt jumps C: do nothing D: other Not sure though RE: Jumping out of combat... - Highland Laddie - 12-16-2014 How about instead of another silly poll with nerfing suggestions or rule changes....we just work on the suggestion of new weapons/equipment to trap or negate jump drives? Hmm? What? Yeah...how about that? You notice nobody complained about THAT idea? RE: Jumping out of combat... - Garrett Jax - 12-16-2014 Haven't read this whole thread yet, but from what I've seen I have a question. Should the admins consider reinstating the fleeing 10k away from attacker and you're dead rule? Not suggesting it, just throwing it out there to gauge response to this possible option. RE: Jumping out of combat... - Hidamari - 12-16-2014 what we could do is remove cloaks, and jump drives, and then by extension jump survey modules, and then that would make POB's completely worthless and so we might as well remove those too. thatd be grand RE: Jumping out of combat... - Garrett Jax - 12-16-2014 Sorry Dii, even if I wanted to, I wouldn't remove POB. Too many players enjoy them and it wouldn't be worth it to remove them just to make you a little less bitter. RE: Jumping out of combat... - Haste - 12-16-2014 pobs confirmed for deleted next update half life 3 confirmed for christmas 2016 next update confirmed to be scheduled for release on the same date Also, the whole "Shields drop = Jumpdrive is cancelled" idea is actually really good, and someone should ask Alley if that's FLHookable. It somehow manages to be a good solution for gameplay purposes (not as abusable as CDs would potentially be) and happens to also be more or less explainable in 'roleplay terms', which I would say is a nice bonus. RE: Jumping out of combat... - Emile - 12-16-2014 (12-16-2014, 11:10 PM)Garrett Jax Wrote: Sorry Dii, even if I wanted to, I wouldn't remove POB. Too many players enjoy them and it wouldn't be worth it to remove them just to make you a little less bitter. It brings at least a lot of activity for the owners and all the attackers. Let alone a lot of drama in between RE: Jumping out of combat... - Hidamari - 12-16-2014 there are more bases than average player counts, so that comment is completely false and is provably so. Nobody likes attacking player bases, and only insane obsesive compulsive people 'like' to supply them. |