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Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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24-02-2006, 07:32 PM | #1 (permalink) |
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ya i agree with the fee... but there will always be the kids with their parents CreditCard who will be playing and start Tking randomly jsut to make him and friends laugh.... i mean their shouldnt be a penalty unless its FF in a rapid Succession like walk up to a guy and just pump full of ammo should be punished..
my idea is that they set it up so that the server recognizes how many shots where put into the Friendly by the other friendly and by that determine deliberate/accidental TK or purposeful to be an asshole... then assign a punishment... and if i had to decide on a punishment- punish the persons clan OR take away the InGame Currency(a set amount for FF) because if you take their money they wont beable to buy anything so they will be pretty much screwed.
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24-02-2006, 10:50 PM | #2 (permalink) |
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And you'll have "Griefers" making level one alts to grief you to make you lose xp.
Not a good option. Weapons lock in the best way.
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26-02-2006, 04:54 PM | #3 (permalink) |
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im worried that "XP Loss" has more votes than red flagging
Firstly xp loss in any game makes me not want to play it; and secondly, i feel alot of people dont apreciate the 'Cause and Effect' of any simplistic ff-punishment system. you can have guys who go out of their way to GET HIT by YOU, to cause you XP loss. also sometimes a rocket-launcher user will accidentally splash allies, possibly kill them. There needs to be an option to not ALLOW you to DMG allies, if you dont want to. this isnt n00b friendly, i disagree. you still need skills to hit the enemy! Plus it will be pretty difficult for newbs to avoid splashing me with their big tank guns, because i always try to give out spanks at close range. Finally -----> has anyone actually read my red flagging How-To guide? |
26-02-2006, 10:26 PM | #5 (permalink) | |
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Quote:
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27-02-2006, 04:59 AM | #7 (permalink) |
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What about Admin players. Like they can be Maxed out in awsome stuff. Each of their weapons does a different effect. Like you report a certain player. The admin finds him. Shoots him with a "Kicker" gun. And it kicks him off. A "Slap" gun could keep his health at 1/2 for 24 hours.
Be more creative then just redflagging or xp loss. Plus running from admin would add a more fugitive/criminal atmosphere. If the admin doesn't feel like shooting any guns or following anybody. Then he can just use the console commands. Ofcourse there are going to be issues with this like abuse and such. But if you kill teamate(s) then you deserve to be abused.
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27-02-2006, 05:46 AM | #8 (permalink) | |
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They wouldn't get "zapped" or anything, but they'd be fair game and marked. It could almost be considered a whole PvP Bounty hunter thing. I know there's obvious flaws with the whole idea, but the concept seems kind of cool. |
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27-02-2006, 06:11 AM | #9 (permalink) |
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Yeah the bounty thing is a thumbs up for me. Such a thrill hunting the Most Dangerous Game. That is a good short story aswell. It's about a man who gets stuck on an island owned by a man who hunts humans for game.
Ofcourse he doesn't do it for bounty but for thrill. And hunting people in Huxley will have abetter turnout than doing nothing but farming hybrids.
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27-02-2006, 06:39 AM | #11 (permalink) |
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A way to redeem ones self would be to hunt other wrong doers. Almost like a community service punishment.
When you kill a teammate there will be a 1000 cash bounty on your head for example. Say he din't want to be constantly killed by other players. So he hunts down other baddies. Each baddie kill lowers bounty by 250 or whatever. Until the bounty is zero. A player can be on bounty even by his own side. So say you were hunting a wrong doer down and kill him. Does the bounty still remain. Yes it does because he can respawn. Now instead of constantly killing him. You can only kill him once. That would take care of the cheating portion. Now if you had a bounty on your head how will you avoid getting caught? You might aswell kill or be killed. But killing will bring up your bounty. So what you can do as an alternative is turn yourself in to a station of somekind. The bounty will remain on your head. But you can't be killed by other players for your bounty because the station gave you a 24hour license. With this license you can hunt down bounties to redeem ones self and not get killed for your bounty in the process. Sure there are flaws. Any suggestions?
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27-02-2006, 06:43 AM | #12 (permalink) |
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Even though all these ideas are great, (I really like the bounty hunting ideas...) it's very unlikely that Huxley will be doing anything extraordinary with FF. The game can't really afford to try to break new ground in the FPS realm, since it's already doing so as an MMOFPS in a lot of ways. Implementing a radically different FF system could very well work great for them, but the risks are too great for what they're putting into the game, so the devs are probably going to stick with tried-and-true solutions to most problems they encounter. (Note that this is all my personal speculation, but it's a general trend that games breaking ground in an area try to be more conservative in other areas.)
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27-02-2006, 07:00 AM | #14 (permalink) |
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I agree with that. They are breaking new ground, so they aren't gonna go out on a limb with experimental stuff.
However, the game is still up in the air. It could end up being totally different than what we're expecting right now. Or it could (amazingly) incorporate every idea listed on this forum. Nobody knows, but it's fun to speculate. And I feel that after the game comes out and becomes stable, we might see some serious changes (as opposed to just bug fixes) in game updates. I could see the BH thing being an example of this kind of update (though, i seriously doubt they'd implement anything like the BH system i've mentioned). |
27-02-2006, 07:08 AM | #16 (permalink) | ||
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27-02-2006, 10:32 AM | #18 (permalink) |
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Well the game should ideally be designed so that TKers are punished but accidental friendly fire and intentional suicidal strategies against the enemy are not.
An example suicidal strategy would be something like luring a bunch of enemies into a close-quarters battle while a friend waits at the side with a large AoE weapon such as a rocket launcher. When you are engaged in close-quarters battle, he blows up you and 5 enemies who are near you. This type of thing should not be discouraged, but FF should still be on so that you have to weigh the consequences of using a strategy like this. You wouldn't, for example, want to throw a grenade into a group that includes 3 of your guys and 2 enemies. It wouldn't make sense for the enemies to die and not your guys. Leon's ideas might work for this as well as just not having any automatic consequences for friendly fire, but including some kind of voting system so that TKers can have penalties voted on them by other players. |
27-02-2006, 05:15 PM | #20 (permalink) |
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There should be NO punishment for TKers that are grouped with you. As an example some clanmates were practice dogfighting in Mosquitos on Forseral Last night. Yes we shot each other down and killed each other but because we were both in the same clan and in the same group, we received no griefing penalties. It was intentional but we all accepted and agreed to it.
on a side note, the VS came in and started doing a base drain at Dagda while we were dogfighting. We were able to stop that stupidity.
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