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New Fleeing Rules

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New Fleeing Rules
Offline Xanthian
03-22-2011, 09:07 PM,
#38
Member
Posts: 93
Threads: 10
Joined: Jan 2010

' Wrote:Oh ermm... Sorry, didn't see your post there :/

With few exceptions, all gunboats might as well have the agility of a super transport when fighters are involved.
You can't deny that any fighter that doesn't want to fight a gunboat can very easily avoid the fight by simply thrusting out of range :/

I'm just saying that it's unfair to gunboat pilots to force all gunboat/fighter engagements to be always on the fighter's terms since well... gunboat pilots are people too (albiet a lower form of people who have three word vocabularies and tend to smell ba- ermm anyways.)

It's a game, games are there for fun. If you nerf an aspect that quite a few people find fun, then you should expect them to say something about it :/ gunboats are as much a part of the mod as fighters are - and the fun of a fighter pilot shouldn't be valued any higher than that of a gunboat pilot.

I'd just like to say that it's just frustrating to have a system in which fighters can fight on their own terms at all times, and bypass gunboat players completely. It's just meh.

Flee'ing should not be a death, plain and simple.

You got what you wanted.. They ran with their tails between their leggs...

If you stick around to get engaged over and over and not call for assistance then that is your fault, not the rules, not the admins, and not the players.

This is and was not meant to be a solo mod. This is a mod designed around factions, teamwork, and for some extent a community.

Every game I have played there are people like you that complain that for what-ever reason your ability to survive solo in group based game hinders your fun.

Yes it'€™s a game, yes it should be fun, but the game has a purpose, if you want to play outside that purpose.. Then you accept the consequences of that action.

Being able to flee is to me one of the best rule changes they added to the game.

Now I agree docking and repair in the matter of seconds needs to be altered a bit to compensate. BUT.. Repair should not take the same 4 hours that fleeing previously did with death. There is no reason for it.

With the technology that we have "inRP" it should not take overly long to repair a ship.

Perhaps give repair a 5min timer or something, I do not have a solution that I think would be perfect to suggest so I will simply leave it as a thought.
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Messages In This Thread
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 06:52 PM
New Fleeing Rules - by dodike - 03-22-2011, 06:57 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:00 PM
New Fleeing Rules - by dodike - 03-22-2011, 07:01 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:04 PM
New Fleeing Rules - by dodike - 03-22-2011, 07:15 PM
New Fleeing Rules - by Niverlare - 03-22-2011, 07:16 PM
New Fleeing Rules - by Jeremy Hunter - 03-22-2011, 07:16 PM
New Fleeing Rules - by ProwlerPC - 03-22-2011, 07:16 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:24 PM
New Fleeing Rules - by dodike - 03-22-2011, 07:32 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:36 PM
New Fleeing Rules - by dodike - 03-22-2011, 07:41 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:43 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 07:45 PM
New Fleeing Rules - by ryoken - 03-22-2011, 07:50 PM
New Fleeing Rules - by Niverlare - 03-22-2011, 07:53 PM
New Fleeing Rules - by dodike - 03-22-2011, 07:57 PM
New Fleeing Rules - by Niverlare - 03-22-2011, 08:02 PM
New Fleeing Rules - by ryoken - 03-22-2011, 08:03 PM
New Fleeing Rules - by Zelot - 03-22-2011, 08:03 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 08:07 PM
New Fleeing Rules - by Niverlare - 03-22-2011, 08:10 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 08:12 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 08:14 PM
New Fleeing Rules - by Niverlare - 03-22-2011, 08:16 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 08:19 PM
New Fleeing Rules - by ryoken - 03-22-2011, 08:19 PM
New Fleeing Rules - by dodike - 03-22-2011, 08:21 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 08:25 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 08:30 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 08:36 PM
New Fleeing Rules - by ryoken - 03-22-2011, 08:36 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 08:41 PM
New Fleeing Rules - by dodike - 03-22-2011, 08:46 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 08:53 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 08:58 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 09:07 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 09:11 PM
New Fleeing Rules - by Schatten Research Facility - 03-22-2011, 09:12 PM
New Fleeing Rules - by Xanthian - 03-22-2011, 09:17 PM
New Fleeing Rules - by Veygaar - 03-24-2011, 05:57 PM
New Fleeing Rules - by Implosion - 03-24-2011, 06:01 PM
New Fleeing Rules - by kikatsu - 03-24-2011, 06:05 PM
New Fleeing Rules - by hypermauler - 03-24-2011, 06:33 PM
New Fleeing Rules - by Veygaar - 03-24-2011, 06:43 PM
New Fleeing Rules - by Mickk - 03-24-2011, 07:14 PM
New Fleeing Rules - by Camtheman - 03-24-2011, 08:41 PM
New Fleeing Rules - by Chev - 03-24-2011, 09:01 PM

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