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Old 12-23-2013, 05:05 AM
Tim_Rocks Tim_Rocks is offline
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I'd almost like to see a system where a battle is initiated when some type of damage is received and sent within 5 seconds. And obviously if you win; you win. But let's say I involve a distance system to check how far you are from one another. Could be neat to lock each other in a box that can move with you through a level as you both move. If one player decides to run though, you're not gonna get very far.. Thoughts?
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Old 12-23-2013, 07:09 AM
Godzilla Godzilla is offline
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Originally Posted by Tim_Rocks View Post
I'd almost like to see a system where a battle is initiated when some type of damage is received and sent within 5 seconds. And obviously if you win; you win. But let's say I involve a distance system to check how far you are from one another. Could be neat to lock each other in a box that can move with you through a level as you both move. If one player decides to run though, you're not gonna get very far.. Thoughts?
Terrible idea, It will never work, trust me... haha, sounds like a good way to fix the 'running' aspect but running is only a problem 1 on 1, when I was pking in a base doing 1v7 and still winning I was having the best time on Era, that won't work with your idea put in place.
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Old 12-23-2013, 08:15 AM
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Quote:
Originally Posted by Tim_Rocks View Post
I'd almost like to see a system where a battle is initiated when some type of damage is received and sent within 5 seconds. And obviously if you win; you win. But let's say I involve a distance system to check how far you are from one another. Could be neat to lock each other in a box that can move with you through a level as you both move. If one player decides to run though, you're not gonna get very far.. Thoughts?
You would have to consider other people jumping in and causing the distance between the original 2 combatants increasing. Or the possibility that when their "box" is close enough to a door to another level, it will break line-of-sight.

It doesn't matter what incentives or punishments you place on people to deter running. If people want to run, they're going to run. Nothing is going to stop them or persuade them to stay in combat. You cannot script anything reasonable (No 'lol you ran, so you get a scripted death anyway' deal) to make someone think "I wanna run, but staying would be better".
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