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  #16  
Old 02-19-2014, 12:47 AM
Kohola_KinG Kohola_KinG is offline
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Originally Posted by -HateD- View Post
Coming from the person who threatens people irl more than anyone. Hm.
My solution is to increase playercount by 100x. Go buy advertising and better servers and fix the subscription system.
Good work team.
I threaten people irl? What are you even talking about. I don't threaten anyone. I'm like 3k miles from probably the closest person on the server. Let's not make things up now. I don't even know you, you just came to me one time and told me you had phone sex with tina and then she denied it and you fell out with those guys because you made it up. lulz. Cool story bro. Already proving my point, going of topic and running your mouth.

For somebody who talks a lot about how bad this server is, always running down staff and players. You seem to find a lot of time to discuss it and log on.

Stop contradicting yourself, Kid.

Edit: How many times have you also made a thread saying you where gone and weren't coming back and said your goodbyes. Yet you're still here, over and over again. Do us all a favor and stick with your word and don't come back unless you have something good to say.
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  #17  
Old 02-19-2014, 12:51 AM
Godzilla Godzilla is offline
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The player count is only as low as it is due to banned players, half of the population that used to play are banned for ridiculously stupid reasons, another half are banned for no reason at all just a personal vendetta. If you really want to fix the server, unban everyone, no longer ban people but simply reset and jail them for large amounts of time.

Honestly, Koho is right, stop the crying, stop the personal hate and stop the ****ing kiddy **** you guys keep doing, if you want the server to succeed and move forward, you have to do that together, if you want it to crash and burn, continue to be down each others throat every chance you get, oh and when you get a staff tag ban anyone you don't like.
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  #18  
Old 02-19-2014, 01:12 AM
-HateD- -HateD- is offline
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Sorry for being a smartass? I caught chronic hypocrisy from all the posts on this forum :/
Anyways, I'm not sure unbanning everyone would suddenly revitalize the game. For the portion of the banned players that do come back, some will inevitably try to destroy the server again (like MD's spawning spree), some will get bored or fed up with the state of things (could the server even handle double the playercount? struggles at ~100 lol) and stop after a few days/weeks and some will try really hard to get back into it and possibly stick around hoping to make Era everything it used to be for them.
For all the other people that are banned they probably just won't care that they're unbanned since they've moved on and found better things or are too busy irl to come back to Era.
It could definitely add a few (maybe 50?) regular players but I'm not sure it's an end-all solution.
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  #19  
Old 02-19-2014, 01:50 AM
Supaman771 Supaman771 is offline
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Originally Posted by Kohola_KinG View Post
I also want to add another thing. Being #1 gang at the end of the week gets you nothing. Why is this? You use to get EC's etc but now you get nothing.
You do.
Though it requires being #1 gang, so you wouldn't know.

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  #20  
Old 02-19-2014, 02:20 AM
shrimps shrimps is offline
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Originally Posted by Kohola_KinG View Post
That would take forever. Also i want to earn my points, sitting doing nothing would bore the life out of me and no enjoyment out of it. Also pretty sure you don't get the points yourself, they just get added to your gang.

I want ways to earn points when there is nobody coming to stop you from taking their base.

How could we do this? That's the question.

I also want to add another thing. Being #1 gang at the end of the week gets you nothing. Why is this? You use to get EC's etc but now you get nothing.
I am 100% sure you get personal points and gang points from this.
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  #21  
Old 02-19-2014, 02:46 AM
Kohola_KinG Kohola_KinG is offline
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Originally Posted by Supaman771 View Post
You do.
Though it requires being #1 gang, so you wouldn't know.



Considering we are just a new gang and have finished #1 every week bar one since we have been here. I'm happy with that. Also, why work your ass of to finish #1 when you get nothing for it.

@Shrimps, I am not 100% on it but from what i have been told that's how it worked. Maybe somebody here who can check can tell us what it really does but regardless of that, it's not good enough.
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  #22  
Old 02-19-2014, 03:31 AM
shrimps shrimps is offline
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But I am 100% sure.
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  #23  
Old 02-19-2014, 04:51 AM
Tim_Rocks Tim_Rocks is offline
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Let's add these to the gang bases.

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  #24  
Old 02-19-2014, 02:05 PM
Kohola_KinG Kohola_KinG is offline
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Originally Posted by Tim_Rocks View Post
Let's add these to the gang bases.

Awesome, how would they work though?

I can see these being used in multiple ways. If you have caped the base, they become taged to your gang and if they kill other gang members points get added to your gang. If they get damaged a gang member will have to go somewhere and collect the parts and bring it back to repair it or something along those lines.

Or we could kill these turrets for gang points. Though will they always pop up? They couldn't always be there as it would just be a bullet fest in every raid.

How do you plan on using these, Tim?
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  #25  
Old 02-19-2014, 07:57 PM
Tim_Rocks Tim_Rocks is offline
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Very good question, basically I was thinking of allowing these turrets to be built using parts acquired through raids, points spent, and repairs.

What I was brainstorming the other day for combat use was to allow the turret damaged, but not through PKing. I was thinking they could over-heat or jam causing you to have to fix them. I was also thinking that they'd act as a regular item, you drop the turret on the ground, then load ammunition into the turret. As long as the gun doesn't break down or run out of ammunition it would remain active defending your base.

To make things more fair, I was thinking the turret would only do 5 damage max, and have an ammunition limit of 1,000. Everyone can be hurt by it's bullets, but only enemies are actual targets.

You're welcome to provide feedback, as nothing I have said is final by any means.
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  #26  
Old 02-19-2014, 08:51 PM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by Tim_Rocks View Post
Very good question, basically I was thinking of allowing these turrets to be built using parts acquired through raids, points spent, and repairs.

What I was brainstorming the other day for combat use was to allow the turret damaged, but not through PKing. I was thinking they could over-heat or jam causing you to have to fix them. I was also thinking that they'd act as a regular item, you drop the turret on the ground, then load ammunition into the turret. As long as the gun doesn't break down or run out of ammunition it would remain active defending your base.

To make things more fair, I was thinking the turret would only do 5 damage max, and have an ammunition limit of 1,000. Everyone can be hurt by it's bullets, but only enemies are actual targets.

You're welcome to provide feedback, as nothing I have said is final by any means.
Good idea but see some potential issues with it. Would it be worth purchasing this? That's the question. It couldn't be cheap as everyone would just be dropping turrets. It also couldn't be expensive because would it be worth spending your points on these turrets if they're not as effective.

You might have to earn them as a perk or something.

How could you purchase this at a reasonable price that is worth it but not reasonable enough for everyone to purchase them as it would cause issues within the bases and it might also cause server lag.

I really love the idea of turrets but cant get my head around how they would work.
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  #27  
Old 02-19-2014, 09:11 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Tim_Rocks View Post
You're welcome to provide feedback, as nothing I have said is final by any means.
Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)

Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).

They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).

Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.

The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.

Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).

This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.

Thoughts?
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  #28  
Old 02-19-2014, 09:15 PM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by Supaman771 View Post
Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)

Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).

They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).

Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.

The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.

Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).

This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.

Thoughts?
Pretty much nailed it. I vote for this.
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  #29  
Old 02-19-2014, 09:51 PM
Scoper Scoper is offline
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Originally Posted by Godzilla View Post
Uhhhhh?
In all my years, I almost feel comfortable saying that never have I heard a dumber sentiment.
Keep plugging away though, I'm sure 20 more posts and zao will unban you.


Quote:
Originally Posted by Supaman771 View Post
Rogue Says:
Cool ideas on turrets
This would be a cool system to implement. I have some concerns about the specifics (which I understand were suggestions but w/e)

-I think anything close to 5k for the first turret slot is too high. Make it lower (1/2k), with a higher exponentiation. Is that a word? It's a word now.

-Perhaps turrets should be armed by players (I get the idea that you mean turrets can be dropped and arm themselves over a period of 1-2 mins?). In this manner, more than one person could help constructing a turret to decrease its build time

-Instead of freeroam/radius for putting down turrets, I'd prefer to see them be able to placed at 2-3 specific points per room. This could prevent door laming/extreme manipulation using sandbags/whatever

-I believe that while they cost points to be unlocked, they should also take some amount of materials or money to put up. Otherwise, you're just giving people free extra bulletspersecond once they hit a certain number of gang points. Even p4's cost money


But yeahhh, really cool idea.
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  #30  
Old 02-19-2014, 10:28 PM
Supaman771 Supaman771 is offline
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Originally Posted by Scoper View Post
But yeahhh, really cool idea.
Was just throwing out numbers while building the basis of the idea. Price scaling can work any way, but maxing out full turret slots should be significantly costly.

I really 100% agree with preset turret points where they can be built, that would clear all the precautions I thought of and probably make the limitations much easier, then people actually have to destroy existing turrets to place their own. And it would be more logical with the whole 'power supply' concept of owning the base.

Could cost the player 5/10 personal points to place the turret. Additional people grabbing it could reduce the construction/arm time by a second per grab or something. They could then grant kills specifically to the owner/player who placed it.
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