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catching squads
FireFly
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Serephe said:
FireFly said:
You don't have to set a squad to PvP to monitor gates, nor spy on enemy gangs.

You set a squad to intercept after your targeted squad has left town, thus, the kind of preemptive system you are talking about would not work.

Furthermore, forcing the "Hunter" to set a squad in advance is rather impractical, as the hunter almost always have to adjust his squad to match the enemy CR before he can launch the interception.

Nothing has really changed from when you did it sere, aside from the fact that "Interceptions" actually work properly now  :)


When the "hunter" sends his squad out though he opens himself up to counter-interception. Several times I was able to attack people who were trying to attack others. Sometimes I caught then, sometimes not. But anybody who is PvP open is vulnerable to being hit, even if they hide in town and attack people only.
Of course others can attack him after he sends out his squad, that's not what I meant.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit31,18,0

Posted Dec 24, 2010, 1:27 pm
*Dark Tempest*
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I think the proposed system works something like this Firefly.

The squad that the "Hunter" would have set to be roaming outside would not have to be the one that he intercepts someone else with, it's just the squad that he would have outside, attack-able by anyone that feels like attacking it. When he sees something that he wants to attack he sets up a second squad in town and sends them out to engage his target.
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vet wv marshal pvp2

Posted Dec 24, 2010, 5:48 pm
FireFly
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That's a bit odd, I'm going to second goat on this one, if the gangers are inside the town watching for enemies, when they find someone they all mount up and give chase.

You can still intercept his interceptor squad once it leaves the gate, but the proposed system is a bit unpractical.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit31,18,0

Posted Dec 24, 2010, 6:14 pm
Jose Bagg
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I am so freaking confused. I wonder if their is a tutorial or at least a thread that describes the current PVP process. I wouldn't mind trying it once.

Correct me if I am wrong. Only travel squads can be hunted from monitoring gates, or can scouters be hit too?

But for sure, you are only able to PVP people as they leave, not as they enter a town.?
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vet wv deathrce1 pvp5 paintball gateautumn deathrceL1 pvp4 pvp30,4,0

Posted Jan 9, 2011, 3:04 am
*Rezeak*
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Scouts and travels can be hit. Scouts can only be hit as they are leaving. CR must be balanced. There is a chance that you will miss them even if you have targeted them.
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vet wv deathrceL1 marshal pvp2 zom pvp3

Posted Jan 9, 2011, 11:35 am
*Bastille*
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with travelling squads, do traders count to CR?
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marshal vet wv pvp4 zom cont pvp32,12,2

Posted Jan 9, 2011, 12:50 pm
*Rezeak*
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I'd guess so as I don't think the game can distinguish between a player combat car and a player trader car.
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vet wv deathrceL1 marshal pvp2 zom pvp3

Posted Jan 9, 2011, 12:57 pm
Iron Wraith
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Surely the following scenario makes sense.

"Jolly lotsa bucks send his regular lorry to fort remote. He gets his escort squared away and then rolls out the gate. He's set his PvP flag on.

"Evil McNasty the highjacker has been monitoring Jolly and as the convoy leaves he waves his gang into action and they hare off into to big open in order to catch Jolly and scrag him. By doing so his PvP flag is automatcially set on.

"Dudly do right has been monitoring Evil McNasty and as he rolls out, he sends his own squad after him."

If McNasty can find Jolly, he can encounter him and PvP.

If Jolly has a good scout he can spot McNasty coming and take clever short cuts and loose him.

This is basically a competition between scouts.

If Dudley has a decent scout he might find McNasty before McNasty finds Jolly. (again a contest of scouts). If his scout isn't as good it could be after or not at all.

I suppose you could have it so that all three arrive together, in which case all hell would break loose. Noe sure how the game would implement this though.

This way Jolly could set one of his own squads as tailguard who only leaves if someone hares off in persuit (plus the player have to have a fair inkling that McNasty was up to no good otherwise he'd just be attacking a traveller)

You have the option to follow any squad and you can therefore protect yourself, or vulture up the aftermath.

Is that possible with the current system, if so, I don't see anyhting needs fixing (other than Goat's original concern that finding PvP travellers is too hard.
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vet wv raceL1 deathrceL1

Posted Jan 9, 2011, 2:04 pm
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