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| Maxed out on Bodyguards? | Started by: PastorDave on Nov 03, '14 14:54 |
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I can see your point of view PastorDave - there are different types and style of players. Defense should be promoted as much as Offense to create a good balance in the game and maybe promote a larger base of players who won't get killed off when those in power may get paranoid and start killing those that rise in rank fearing for their dominance. It something to debate but I can also see the effort it takes to make a gun and you should be rewarded for that like Genocide and Kyubey say. It's a difficult balance to achieve to create a community where things are balanced and everyone can have a path they enjoy to take. |
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| Reply by: Frank_Ligambi at Nov 04, '14 20:35 | |
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I think the concept is right but the idea is flawed. I myself am a dedicated hitter. someone very close to me is a dedicated non-hitter. As it stands right now, were she and i to go one on one, I would win 99 of 100 times. does this mean that she has put in less work then I? hell no! she works just as hard as i do, but for different goals. It has become a case of hitters saying that they do the work so why not have the advantage. lets not forget the earners folks. this specific plan, i'm not a fan of, but i agree that there needs to be a balance so that people who choose to play pure D aren't working from behind the 8 ball. |
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| Reply by: Philli-Stein at Nov 05, '14 01:23 | |
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Someone can spend money(credits) on building a gun and over time that gun can way overpower the max defense a player can get. Killing isn't "hard" work in my opinion, nor is having defense, but why not equal them out more? Why can spending money on building offense be ok but spending money on defense and matching that offense be stupid........? |
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| Reply by: Smoke at Nov 05, '14 03:00 | |
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Ok, building a gun is work but I wouldn't say hard work. It's an action in the game. Also, you wouldn't have to drop the % to a "small percentage". |
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| Reply by: Smoke at Nov 05, '14 03:05 | |
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What about a sliding scale: 100 defense = 5% chance of added failure 99 = 4% chance of failure 98 = 3% chance of failure 97 = 2% chance of failure 96 = 1% chance of failure? |
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| Reply by: Squishy at Nov 05, '14 04:54 | |
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Please, please, please don't add another reason in for people not to kill each other. It is hard enough getting people to pull the trigger as it is and the.game desperately needs account turnover to stay fresh. Survive by being better than your opposition. You already have a massive amount of BGs to save you from accountability by 99% of the game; there is no need to add in more. |
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| Reply by: Barry at Nov 05, '14 07:47 | |
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| ^^^^^^^^^^^ | |
| Reply by: Genocide at Nov 05, '14 08:26 | |
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Squishy, I think that is a great scale for it. |
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| Reply by: Smoke at Nov 05, '14 09:10 | |
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Please don't add in more chances for defence, or less likelihood of hitting someone (same thing I know). Wars are already sparse enough as it is, do we really need to give people at the top more reason to sit on their hands and do nothing? |
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| Reply by: DeadlySin at Nov 05, '14 13:20 | |
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I understand where you guys are coming from thinking that the game wouldn't turn over fresh now and again but in the past that wasn't the case it usually just meant that a small percentage of players who made it to the top spots with defensive answers were harder to kill, it didn't leave the game stagnant any more than it is now. All it did back then was decide who the victor of a war was...
Yeah Squishy that sounds good, I myself would probably try to egg you up another 5% but to see how things worked it would be a great add in my opinion. |
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| Reply by: PastorDave at Nov 05, '14 17:24 | |
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sounds like a good idea izzy. i'd say lets ry it and see if it affects anything |
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| Reply by: Philli-Stein at Nov 06, '14 05:28 | |
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Same ^^^^^^^^^^^^^^^^^^^^^^^^^ |
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| Reply by: Frank_Ligambi at Nov 06, '14 07:25 | |
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