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Pro For failed JB Started by: Arkangel on Feb 04, '13 23:18

my idea is simple, some times someone buy a lockdoown but suddenly 10 players join the spawner and in 2 minutes there's no more prisoners so my idea is simple, when you fail to bust someone they receive some kind of pro that hold them in jail for 10 secs (dont know the right time) that way the jails will last longer and the original spawner can have more Busts for him :)

So when you fail and someone tries to bust the same player it says something like ''someone recently tried to bust him, the guards are in high alert''.

Pros: jail will last longer

Cons: there is any cons? drop a line if you see a con.

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If I understand you correctly Ark, I like this suggestion.

So let me get this straight. Big Jail in NYC, 130 odd mobsters inside and I try to bust LilacDelaney with her 10 guards and fail. Hot on my heals you try to bust her, but you get the message, "LilacDelaney has recently attempted a Jail break and the Guards are on high alert. Try again later."

Makes perfect sense to me from a RP standpoint, and as you suggest it would also lengthen the time Jails last.

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indeed, the rp factor will be upgraded too

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I like this idea as is.

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Eh, but if there's a pro of some sort, the person who failed before will know who they failed on etc... and they have 20 seconds to go back at it. I don't think it'll solve the problem with that. It'll just add an extra click for another person to find another person to break out etc.

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The jail problem could be solved with the spawner receiving more XP, or having a smaller timer.

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i agree with padrino!

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I think the jail problem could be fixed if prices stratified based on how many people are active online or in that given city. I don't think the spawner should get more XP, and a smaller timer would just make them go more quickly.

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but them you mean the more active players in a city more cheap it will be? thats a nice idea Spike!

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My opinion is that he should...I mean, after all the spawner is the one who spent a credit to launch the jail.

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Yes that's what I'm suggesting. 

 

Padrino, that would mean if someone decided to jail at an hour when no one else was on, they'd get more XP and they'd have less people to worry about... XP needs to stay the same.

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Im with Spike on that, XP shouldn't be different regardless of the scenario. Otherwise people with money are able to simply gain more XP by throwing jails, where as people with no money that participate in the same jails are at a disadvantage. Im not comfortable with people being able to simply get further ahead based on RL wealth.

That said, I understand people feel hard done by when they spend a credit for a jail and it disappears. I do like the original idea here and think it makes perfect role play sense.

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