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Escaping camp attacks
This member is currently online *sam*
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I just discovered a bug which allows camp attacks to be avoided: basically, if you use a single fast car and get all the NPC cars to disappear due to distance, you'll be listed as the 'winner' of the combat and will avoid damage/looting

I am making a change so that each working NPC car in the attacking squad which disappears due to distance while undemo'd, will contribute to camp damage/looting, regardless of whether the defender is recorded as victorious.

I will remove the 'enemy cars want to escape' notification on camp attacks, since use of this would inadvertently trigger the new code. edit: no need to do this, as the code is separate and it wouldn't cause a problem as-is
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Posted Jan 11, 2011, 2:46 pm Last edited Jan 11, 2011, 5:21 pm by *sam*
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Sam... since I guess nobody has told you yet... and I guess this is really... you do know you can truce camp attacks from friendly factions, right?

*Runs and hides from angry mobs*
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Posted Jan 11, 2011, 3:01 pm Last edited Jan 11, 2011, 3:02 pm by FireFly
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hard one to deal with.. you see who is attacking you and the right camp member goes out to truce.

I would make all camp attacks untrucable and make them always be by a faction opposed to the camp owner
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Posted Jan 11, 2011, 3:29 pm
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Thanks FF. Best just make them un-truceable then I guess..
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Posted Jan 11, 2011, 3:31 pm
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Better yet, being friendly with the natives should just deter attacks altogether sam, why would anarchists or mutants attack me in the first place, why would reds attack goat, that does not make sense.
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Posted Jan 11, 2011, 3:48 pm
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FireFly said:
Better yet, being friendly with the natives should just deter attacks altogether sam, why would anarchists or mutants attack me in the first place, why would reds attack goat, that does not make sense.


that was my point about making camp attacks always be by a faction opposed to the camp owner.... its a good point or camp owners will end up taking rep hits from untrucable events with friendly factions.
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Posted Jan 11, 2011, 3:55 pm
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But if there are no opposing factions in the area goat, that would mean a camp wouldn't get attacked, not that I'm against that, it does make sense.
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Posted Jan 11, 2011, 4:13 pm
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FireFly said:
But if there are no opposing factions in the area goat, that would mean a camp wouldn't get attacked, not that I'm against that, it does make sense.


i think there should always be people willing to travel to attack a camp just as they do if they want to contract hit you
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Posted Jan 11, 2011, 4:14 pm Last edited Jan 11, 2011, 4:16 pm by goat starer
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I guess that does make sense, but given that you keep good relations with the dominant factions in that area, should that not at least decrease the amount of attacks, since there are less gangs willing to attack you?

Remote attacks does make sense, but they cant be as often as regular ones are.
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Posted Jan 11, 2011, 4:23 pm Last edited Jan 11, 2011, 4:24 pm by FireFly
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FireFly said:
I guess that does make sense, but given that you keep good relations with the dominant factions in that area, should that not at least decrease the amount of attacks, since there are less gangs willing to attack you?

Remote attacks does make sense, but they cant be as often as regular ones are.


i dont see why... most factions sometimes occur in most areas. there are bounty hunters in FL.... there are anarchists in SS.

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Posted Jan 11, 2011, 4:30 pm
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FireFly said:
But if there are no opposing factions in the area goat, that would mean a camp wouldn't get attacked, not that I'm against that, it does make sense.



Slavers move around and attack, why wouldn't Evan Reds move around to attack a Slaver owned camp? Or Merchants hitting a Reds-aligned camp?
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vet wv

Posted Jan 11, 2011, 4:30 pm
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Fifth said:
FireFly said:
But if there are no opposing factions in the area goat, that would mean a camp wouldn't get attacked, not that I'm against that, it does make sense.



Slavers move around and attack, why wouldn't Evan Reds move around to attack a Slaver owned camp? Or Merchants hitting a Reds-aligned camp?


spot on..
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Posted Jan 11, 2011, 4:33 pm
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Hey, d'ya know what... there was already code in place to make sure an enemy whose faction is positive with the camp owner's faction doesn't attack a camp.

I will however make some changes so enemies from further afield will attack if no locals are available.

I'm also making it so camp attacks are untrucable.
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Posted Jan 11, 2011, 5:47 pm
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Why did you change that sam, you evil one, I have to star defending my camp now (hasn't been attacked for over a month), and I thought I was just lucky :rolleyes:
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Posted Jan 11, 2011, 6:51 pm Last edited Jan 11, 2011, 6:51 pm by FireFly
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With a run and gun playstyle, if one of your opponents cant "keep up" and exceeds 550 meters, then "bam" camp damage?
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Posted Jan 11, 2011, 7:28 pm
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Longo said:
With a run and gun playstyle, if one of your opponents cant "keep up" and exceeds 550 meters, then "bam" camp damage?


+1  This is my concern as well
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Posted Jan 11, 2011, 7:29 pm
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Seems reasonable enough to me. You have to defend the camp, not just fight the NPCs, and if you leave them enough space they're going to slip past you. It's the same principle as trader hunting - we're going to need to use chasers to keep an eye on the trailing cars and make sure they don't manage to evade the defenders.
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Posted Jan 11, 2011, 7:31 pm
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What if you are playing at Once Upon a Town and a vehicle gets hung up on a pole or fence? You have to slow down or come to a complete stop due to their inability to drive? I don't think one car is going to be able to make an attack on the camp.
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Posted Jan 11, 2011, 7:38 pm
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Dunno. Is the damage scaled by the CR of the car or something sam?
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Posted Jan 11, 2011, 7:41 pm
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yes, one car won't do a lot of damage
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Posted Jan 11, 2011, 8:26 pm
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