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Yet Another Close Spawn
*sam*
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Ambushes actually use predefined spawn locations, which are often closer than what you'll get from a non-ambush.

In the screenshot your own cars are well over to the left from the road: this makes me think you repositioned them there yourself?

When you make a decision to move your cars far over to the edge of your spawn circle, you're basically taking a gamble that you know where the enemy will be. It looks like you got it wrong in this case. If in any doubt, keep your cars centred.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 16, 2008, 11:58 am Last edited Nov 16, 2008, 11:59 am by *sam*
Netzilla
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Okay, that answers the question of ambushes being an exception. Thanks.
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vet northernsummer wv0,1,0

Posted Nov 16, 2008, 1:07 pm
Netzilla
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JD_Basher said:
Quitcherbitchen about close spawns and use better scouts!


Got to have better scouts to use them (the only one I've ever gotten over 40 is in the hospital with a missing leg).  There's not much other way to raise scouting than actual travel, so I send new scouts on the Elmsfield/Somerset/Gateway runs.

Quote:

ALSO......... Look at WHERE you spawn in the purple circle...
It will give you a hint where the enemy will appear!..... Did you spawn on the road?... More than likely they (enemy) will spawn behind you. (Ambushes and Bounty hunts don't apply to my "road Spawn" theory)


I've spawned on the road doing 30mph and had enemies appear ahead of me plenty of times.  If there's a relation, I can't imagine it's very high.  In fact, almost every time I spawn, it's on the road.  The only times I can think of not spawning on the road were a couple of scouting missions.  Or were you thinking only of scouting missions and not travel?
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vet northernsummer wv0,1,0

Posted Nov 16, 2008, 1:11 pm
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[quote=Netzilla]Got to have better scouts to use them (the only one I've ever gotten over 40 is in the hospital with a missing leg).[/quote]

Can they fix that?? Surely they'll never be at 100% again?
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vet wv

Posted Nov 16, 2008, 3:43 pm Last edited Nov 16, 2008, 3:44 pm by Bytten
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Bytten said:

Can they fix that?? Surely they'll never be at 100% again?


There have been suggestions about prosthetics of some kind to improve activity levels for characters with missing limbs, but nothing has been mentioned about them being implemented.

The effects of catastrophic injuries are detailed in the wiki.
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vet wv community

Posted Nov 16, 2008, 6:14 pm
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Marrkos said:

The effects of catastrophic injuries are detailed in the wiki.


Oh yes! Thanks for that. I was wondering. 15% activity loss for a limb isn't as much as I was expecting.
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vet wv

Posted Nov 16, 2008, 8:16 pm
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automatic gearbox would account for that lol though i wouldnt want a footsquad encounter with a one legged ganger
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vet marshal wv community

Posted Nov 16, 2008, 8:27 pm
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Grograt said:
...though i wouldnt want a footsquad encounter with a one legged ganger


You wouldn't get a kick out of it...?

I'll get my coat.
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vet wv

Posted Nov 17, 2008, 5:38 pm
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Netzilla said:
JD_Basher said:
Quitcherbitchen about close spawns and use better scouts!


Got to have better scouts to use them (the only one I've ever gotten over 40 is in the hospital with a missing leg).  There's not much other way to raise scouting than actual travel, so I send new scouts on the Elmsfield/Somerset/Gateway runs.

Quote:

ALSO......... Look at WHERE you spawn in the purple circle...
It will give you a hint where the enemy will appear!..... Did you spawn on the road?... More than likely they (enemy) will spawn behind you. (Ambushes and Bounty hunts don't apply to my "road Spawn" theory)


I've spawned on the road doing 30mph and had enemies appear ahead of me plenty of times.  If there's a relation, I can't imagine it's very high.  In fact, almost every time I spawn, it's on the road.  The only times I can think of not spawning on the road were a couple of scouting missions.  Or were you thinking only of scouting missions and not travel?


Sorry to have sounded so 'snotty' in my reply to you. I prolly should have added a smiley to show it wasn't meant as harshly as it came out.. :rolleyes:

Sorry 'zilla! :D
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vet marshal wv cont

Posted Nov 17, 2008, 8:12 pm
*sam*
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Quote:
There have been suggestions about prosthetics of some kind to improve activity levels for characters with missing limbs, but nothing has been mentioned about them being implemented.


Quote:
15% activity loss for a limb isn't as much as I was expecting.


The assumption is that characters automatically get prosthetics, hence the fairly low activity loss.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 17, 2008, 9:11 pm Last edited Nov 17, 2008, 9:12 pm by *sam*
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*sam* said:

The assumption is that characters automatically get prosthetics, hence the fairly low activity loss.


Yeah?  I didn't realize that was the end result of the previous prosthetics discussions.

Works for me. :)
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vet wv community

Posted Nov 17, 2008, 9:14 pm
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Also explains why the char's "look" normal. ;)

JL


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vet marshal deathrceL1 wv community combatL1

Posted Nov 17, 2008, 10:11 pm
Marrkos
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*jimmylogan* said:
Also explains why the char's "look" normal. ;)

JL




LOL. :)
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vet wv community

Posted Nov 17, 2008, 10:14 pm
*sam*
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The most likely explanations are always likely to be those that involved least coding effort.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 17, 2008, 10:43 pm
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*sam* said:
The most likely explanations are always likely to be those that involved least coding effort.


Redfern's Law
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vet wv community

Posted Nov 17, 2008, 11:03 pm
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