Posts: 1,099
Threads: 65
Joined: May 2011
Staff roles: Coding Developer King of FLServer
(12-11-2023, 11:28 AM)Laz Wrote: The numbers are all no, but the idea ain't bad - particularly for the system one. You could probably get @Aingar to write a plugin too that prevents using a character while it's PvP dead.
Why you gotta do me like this. On a more serious note, how would this prevention system work exactly, detonate a player the moment they're attempting to re-engage within the system they're pvp in? Also we'd need a code solution to deciding when a player actually IS pvp dead, since there's more than 1 criteria for that (combat docking).
(12-11-2023, 12:04 PM)LaWey Wrote: Solid takes were dropped, from what i see only idea can be really discussed is a dedicated combat systems, with lesser respawn time.
For one hour being already very short opinion - when you work and there alot of other games to play, you would like to have gameplay cycles balanced a bit different, to have bigger flexibility at time management.
Then there's also the fact that when you die, you can either: Go to any other system (on the same character even!) and fight other factions than the one(s) you died to. It's not really THAT restrictive. We've had a few of corsair raids that lasted for hours because the plan was to go to Capital A, fight until death, go to capital B, repeat, bo to border worlds C, repeat and by the time the ZOI 'ran out', the pvp death timer in the original location was loooong over.