Forums » Suggestions
Jumps after /duel
After a /duel, jumps should not require the new jump mechanics wherein your ship damage percent decides your cell % requirement to warp out.
This helps with a couple things,
1. It promotes usage of /duel
2. After you finish a fight, someone doesn't just swoop in and get the easy kill
I have not yet given thought to possible exploits so feel free to point those out. I thought of maybe making this limited to Sedina B-8 but I don't think that'd be easy to implement.
I'm aware this doesn't really conform to realism but well most of the game doesn't.
This helps with a couple things,
1. It promotes usage of /duel
2. After you finish a fight, someone doesn't just swoop in and get the easy kill
I have not yet given thought to possible exploits so feel free to point those out. I thought of maybe making this limited to Sedina B-8 but I don't think that'd be easy to implement.
I'm aware this doesn't really conform to realism but well most of the game doesn't.
-1
possibly exploitable, not very high priority, and if you duel if dangerous areas, this is the risk you take.
Take your /duel to a safer area.
possibly exploitable, not very high priority, and if you duel if dangerous areas, this is the risk you take.
Take your /duel to a safer area.
-1. It's an unnecessary inconsistency. The couple extra seconds it takes to charge your cell are worth keeping everything simple and predictable.
-1 Just duel in a more private sector.
-1
if you wanted to make duels more used, add a rewards system..
as far as people swooping in and getting the easy kill, don't fight in greyspace i guess.
[Edited to comply with Suggestions forum policy. -W]
if you wanted to make duels more used, add a rewards system..
as far as people swooping in and getting the easy kill, don't fight in greyspace i guess.
[Edited to comply with Suggestions forum policy. -W]