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PvP Changes, November 2009
*sam*
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I'm just putting the finishing touches to the following and testing them before patching. This is fundamentally a revert to our old pvp model which allowed pvp attacks in any town except for SS. It also includes some extra client functions to make the actual logistics of doing an attack easier.

1. Every town except SS is now once again considered ‘open pvp’. This means you can attack other squads regardless of their camp affiliation or war status. There is no longer a special clause for low-rep players at SS: even they cannot be attacked there.

2. If you are a member of a camp that’s at war with a camp who someone in the enemy squad is a member of, you will continue to earn fame for your camp in the pvp combat

3. All wilderness pvp provides accelerated field training

4. As well as the existing ability to monitor a specific town’s gates, you’ll now find a new option when you click any player from the lobby list: “spy on squads”: this means you’ll get a notification when any squad they own is arriving/leaving a town, and will be given an option to intercept them. You’ll be given a list of your own squads in that town from which to pick. Your chosen squad will be set straight into 'scouting' mode with the enemy squad as their designated enemy. Your squad will automatically use CR balancing in the combat if it happens.

5. PvP attacks can be avoided with a successful scouting roll. In effect, you always have at least a 50% chance of escaping a pvp attack, and this goes up to 80%+ with a good scout.

6. In wilderness pvp combats:
  (i) you auto-succeed jury-rigging tests (mech skill is assumed to be 500, which means any undestroyed engine at zero health can be jury-rigged)
  (ii) you auto-succeed all feasible first aid rolls (first aid skill assumed to be 500, so anyone still alive with anything short of a severed jugular should be save-able).
  (iii) the losing side’s footsquad automatically gets home without any creature combats
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 5, 2009, 8:48 am Last edited Nov 5, 2009, 9:52 am by *sam*
FireFly
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I like these changes... better watch my back now :rolleyes:
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Nov 5, 2009, 9:43 am
*Grograt*
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This all sounds intriguing  :rolleyes:

http://media.giantbomb.com/uploads/0/1194/867327-hello_kitty_in_warhammer_40k_super.gif
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vet marshal wv community

Posted Nov 5, 2009, 10:14 am Last edited Nov 5, 2009, 10:19 am by *Grograt*
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War.... War never changes....


COOL Sam!
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 5, 2009, 11:31 am
*goat starer*
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menu

firefly burgers with chips
fireflies on toast
firefly suprise
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Nov 5, 2009, 1:55 pm
*Grograt*
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Awww you are evil

http://www.tundracomics.com/AdvHTML_Upload/FIREFLY%20BIRTHDAY_1.jpg
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vet marshal wv community

Posted Nov 5, 2009, 2:02 pm
Marrkos
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When doing the spying thing, can you only spy on a single player at a time?
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vet wv community

Posted Nov 5, 2009, 3:44 pm
*sam*
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Marrkos said:
When doing the spying thing, can you only spy on a single player at a time?


no
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 5, 2009, 3:53 pm
Marrkos
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Is there an indication in the player list of who is being spied on?

Yes, this is an oblique bump at getting other indications in the player list as well, i.e. ignored status, war status, spied status, scouting squad set up (?). ;)
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vet wv community

Posted Nov 5, 2009, 4:06 pm
*sam*
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Marrkos said:
Is there an indication in the player list of who is being spied on?

Yes, this is an oblique bump at getting other indications in the player list as well, i.e. ignored status, war status, spied status, scouting squad set up (?).  ;)


No indication, no. But you're right, I need to look at this. Done entirely through colour, or maybe better with single-letter tags such as?:

I = ignored
W = war
E = enemy/spied
S = scouting
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 5, 2009, 4:15 pm
Marrkos
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I'd go with letters (or icons if you want to get tricky) and avoid the whole colorblind issue.
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vet wv community

Posted Nov 5, 2009, 4:18 pm Last edited Nov 5, 2009, 4:18 pm by Marrkos
*sam*
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Getting icons to play nicely with those text-lists could be tricky, so yeah, letters :-)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 5, 2009, 4:21 pm
simonmaxhill
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The war indicator would be especially useful. One of the problems during the brief camp wars I did was simply not knowing who I was at war with.
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vet wv

Posted Nov 5, 2009, 4:23 pm Last edited Nov 5, 2009, 4:23 pm by simonmaxhill
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*Grograt* said:

Awww you are evil


/me gasps for breath while laughing.
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vet wv zom

Posted Nov 5, 2009, 4:31 pm
Fealty Lost
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Can't wait.

Love the 40K box thingie...

...and the Mad Max quote.

Keep it up Sam! Kudos!
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vet wv

Posted Nov 5, 2009, 4:48 pm
FireFly
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Just to clarify, for someone to attack you on a return, you have to actually get a return right?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Nov 5, 2009, 4:58 pm
*sam*
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FireFly said:
Just to clarify, for someone to attack you on a return, you have to actually get a return right?


Yes.

Scouting and gates events are basically spawned once every few minutes, so when you indicate on the website that you're ready to do one, your squad is put into a 'holding' list.

If you 'process arrival' and get no encounter, you never join the holding list.

When the holding list is processed, any squads that are looking for pvp (and sometimes ones that aren't) may be matched against others. The squads are processed in random order so no-one gets an unfair advantage in terms of avoiding or achieving pvp combats. This random order is the reason that you always have a minimum of 50% chance of avoiding pvp if you don't want to do it.

If there's no appropriate human adversary for your squad, you get an NPC (pve) enounter

Mid-travel encounters are different: they are spawned more frequently and never take the form of pvp combats.

It's the holding list that's being queried by the new 'spy' facility (and the monitor gates facility)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 5, 2009, 6:57 pm Last edited Nov 5, 2009, 7:06 pm by *sam*
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Can you put in a toggle switch somewhere that allows us to set what camp gets our PVP fame?
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Nov 5, 2009, 7:30 pm
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Longo said:
Can you put in a toggle switch somewhere that allows us to set what camp gets our PVP fame?


+1 this.
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Posted Nov 5, 2009, 7:44 pm
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Longo said:
Can you put in a toggle switch somewhere that allows us to set what camp gets our PVP fame?


Seconded.  Past combats have shown that the camp that gets the pvp fame for an encounter is seemingly random.

We need a way to specify on which camps behalf we are fighting. Especially as many of us have multiple camp allegiances.
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vet wv

Posted Nov 5, 2009, 7:46 pm
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