' Wrote:Oh no--see what I mean, here we go again...again.
Want to be on the safe side? Once you flee a battle, really go about getting out. If you defeat someone but ain't able to really "finish" the guy, try and avoid that character if possible, just to be safe.
EDIT: Problem is. These rules exist so people won't harass others with PvP in an RP server. Since we're in an RP server, when a person is killed, it should "feel" like that person is no more, but we can't really go about asking people to re-creating characters every time they lose a battle, so in a poll in which the community voted we came with the 4 hours compromise. Before that, it wasn't really clear how much time you should keep away. Some said 24 hours, some said until you feel like the original battle cooled off.
If people really feel this is too restrictive, then they should re-consider making their roles a tad more broad so they can let go of an encounter and go for the next one.
Fleeing falls into the same category as PvP death only for the terms of applying for the four hour rules in the same system, it was a compromise to the same effect. People understand that if you take a crippled ship away, you shouldn't get back to the same "fight"/encounter right after you left. After all, the ship would take some time to get fixed anyway. For simplicity it felt into the same category as a PvP death (the four hours rule). The thing is, nowhere in the rules it's literally written: Fleeing equals PvP death, there's the confusion of things. So, if you're not in the same system where the actual fighting took place, a killed player can't engage you, but a player who fled that original system can. There was quite a debate over this when it was last discussed, but this is what we got right now.
The only problem with this is that "the same encounter/story" can carry out through more than a system. It's a difficult thing to come to terms with. If you start barring to much, people say it's too restrictive.
The error here is discussing this outside of the discussion's scope. The original point in the discussion here is, "What does the rule say?" Sure, we could go philosophical here about what makes sense, what is fair, what is best for RP and so on. The thing is that those issues matter not to rule applying. Apart from the original intent for a particular rule (its spirit), the only thing that matters is the letter of it.
Discussions like these: sensibility, fairness, correctness; these are better discussed during rule construction. Unfortunately they only get in the way of rule applying. They are good to determine if a rule could/should be re-vised/re-written.
Just out of fun i'll answer the question with few of my own as well.
a) Why didn't you have the baseball bat to begin with?
b) Why don't you hang out with that kid that beat em up more often?
c) You've got a driveway, niiice.
:D
But no seriously, whats wrong with you beating up someone who started it first?
This all has nothing to do with FL because fl is not a real life game and we're not trying to make it "real life"