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PvP mechanisms tweaked
*sam*
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This is now implemented:

Sam said:

1. Process 'gates-of-entry' squads first
2. Then 'seeking pvp' squads
3. Then others (i.e. scouting or 'gates-of-exit' travels)
This will make pvp easier to manage when you're attacking other open-pvp squads who are on their first encounter, but harder to manage when you're hitting them on a return.



And so is this:

Sam said:
Incidentally, I also intend to add code which will flip every car owner in a squad to 'open pvp' should a squad do a pvp attack and any car owners are not yet 'open'.


And so are these:

Quote:

1. 'Beware this is an Open-PVP squad' notice if you're in an openpvp squad

2. A reminder when you join a squad that the squad owner makes decisions about travel and combat, therefore make sure you trust them.


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Posted Jan 29, 2010, 2:21 pm
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