Kierz
01-09-06, 15:08
First off I don't like the idea of safezones at all in rollplay terms.. hearing a copbot shout at you when you try to draw a weapon doesn't even make sense when you try doing it in doy-cc/mb or any DOY HQs...
Instead of having safezones why can't safezone guards act *like* twister guards, allowing people to draw a weapon but having a damn good reason not to (makes sense in rollplay terms). Although I can see how this could cause problems [eg, zoning in with a weapon drawn and not thinking about it], so instead of making them act on a drawn weapon, change it to act if they do damage to an allied/neutral runner.. and give the same intelligence to the guards in other sectors, but make them protect whoever is allied to their faction [eg, screaming horse guards are cityadmin and would shoot you if you hurt any pro-city (apart from next)].
Another thing is guards camping at all city "zonelines" again in rollplay terms this doesn't make sense cause if neocron was a real world there wouldn't be any zonelines, it would be continuous, so what exactly are they guarding.. you're just using the syncing issues to try and stop raiding (which imo is stupid cause it's FUN and this is a GAME).
Also.. copbots/doy guards should be the only guards with para, the other guards should be the ones that hurt as they only act to protect allied killing, as well as attacking enemies that don't run away after their warnings =]
Oh and guards shouldn't respawn for at least a day of in-game time.. personally I'd say 2/3 days or a week, otherwise there really is no point in killing them when there should be.
TH would need turrets (that are allied to all) around the GR area and at shops (on walls? or tables if the code can't do walls) but the rest of TH should be slightly dangerous ;]
I know *basicly* the same has been said a million times before but whatever, it's nice to be optimistic that things could change if it makes sense to.. any thoughts? =p
Instead of having safezones why can't safezone guards act *like* twister guards, allowing people to draw a weapon but having a damn good reason not to (makes sense in rollplay terms). Although I can see how this could cause problems [eg, zoning in with a weapon drawn and not thinking about it], so instead of making them act on a drawn weapon, change it to act if they do damage to an allied/neutral runner.. and give the same intelligence to the guards in other sectors, but make them protect whoever is allied to their faction [eg, screaming horse guards are cityadmin and would shoot you if you hurt any pro-city (apart from next)].
Another thing is guards camping at all city "zonelines" again in rollplay terms this doesn't make sense cause if neocron was a real world there wouldn't be any zonelines, it would be continuous, so what exactly are they guarding.. you're just using the syncing issues to try and stop raiding (which imo is stupid cause it's FUN and this is a GAME).
Also.. copbots/doy guards should be the only guards with para, the other guards should be the ones that hurt as they only act to protect allied killing, as well as attacking enemies that don't run away after their warnings =]
Oh and guards shouldn't respawn for at least a day of in-game time.. personally I'd say 2/3 days or a week, otherwise there really is no point in killing them when there should be.
TH would need turrets (that are allied to all) around the GR area and at shops (on walls? or tables if the code can't do walls) but the rest of TH should be slightly dangerous ;]
I know *basicly* the same has been said a million times before but whatever, it's nice to be optimistic that things could change if it makes sense to.. any thoughts? =p