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HQ Fort Attacks Have A Flaw Started by: Purifier on Feb 24, '16 05:45

when attacking a HQ Fort without a gun you get this message:

Without a gun, it would be suicide to venture that close to attack. You need a gun before you can try this again.

 this message makes no sense simplye because if you look at the task being done, your throwing dynamite...not your gun...not shooting bullets....

can someone explain this logic to me?

Whose HQ fortifications do you want to attack?
<input id="cl_name" name="cl_name" type="text" value="TylerDurden" />
<input id="tnt" name="type" type="radio" value="tnt" /><label for="tnt" style="font-weight: bold;">Throw a Stick of Dynamite</label>
Normal strength attack.
Set 30 minute Wack timer.
Clears Wack protection.
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Did you know even a combat pilot carries a firearm? It's a safety precaution in case shit goes horribly wrong.
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True however some do not carry, it is optional.  One also does not ever have over 100 bodyguards walking around town with them but that seems to be a thing here so logically it would make no sense to require a gun. Perhaps apply a possibility of a extended timer should the attack fail when you don't have a gun with risk comes reward

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OOC wise, an account with 0 work put in it should not be able to destroy a fort.  You should at least put in a little work before you should be able to do that.  Having a gun is a perfect measure of that, it means they made an account and actually put a little bit of time into it rather than created an account and ... did nothing else.

If having a gun requirement makes it too far fetched to fit in RP wise, any other suggestions that will work that basically requires a few hours of work to be done before hand to keep it fair?

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Minimum gangster requirement would be fine IMO besides don't you have to be in a crew to do it and under a certain rank your CL gets notified

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Gangster really has no requirements, you can put in 0 work and still become gangster with 30 seconds of online time.
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