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Escaping camp attacks
*Dark Tempest*
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I've never considered that to be a bad thing given that we shouldn't be expected to breathe DW to run a camp.
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vet wv marshal pvp2

Posted Jan 13, 2011, 1:35 am
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*Dark Tempest* said:
I've never considered that to be a bad thing given that we shouldn't be expected to breathe DW to run a camp.


+1
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Posted Jan 13, 2011, 1:47 pm
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I'm a camp owner and this will hurt me and possibly make me unpopular as well - but if you can't defend your camp at short notice then you could either:

Cut back your operational hours

*OR*

Organize for other campers to guard the camp in shifts - keeping an eye out for any upcoming attacks and possibly fielding the defense themselves.

At the moment there is little need for the involvement of other camp members beyond providing mechs and maybe running goods to camp.
Perhaps this is the incentive required to increase engagement of other staff. Camping shouldn't be for carebears - it's rough out there in the wilds. Pioneering is hard work etc etc.

I think running a camp is not easy, but that it should be even harder to present a high level challenge to long term players that are looking for something more. In fact, I think the game in general could benefit from further gearing against long term/cashed up players who basically just romp around Evan on a whim. Wrong place for this rant, but I was on a roll :)
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Posted Jan 14, 2011, 8:31 am
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Sam.

in the pvp camp defence at the vault today humungous ran his unarmed fuel wagon away (sensibly) from the main fight. We caught it BUT...

can you confirm whether, had this vehicle had escaped at 500m, we would have taken camp damage?

I think that would be ridiculous but Longo seemed to think we would
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 14, 2011, 9:01 am
*sam*
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goat starer said:
Sam.

in the pvp camp defence at the vault today humungous ran his unarmed fuel wagon away (sensibly) from the main fight. We caught it BUT...

can you confirm whether, had this vehicle had escaped at 500m, we would have taken camp damage?

I think that would be ridiculous but Longo seemed to think we would



Longo is right, yes.
I guess unarmed vehicles should be removed from this process..?
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Posted Jan 14, 2011, 1:19 pm
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That would work, as long as paint cars etc. count as unarmed. Or maybe do damage based on weapon CR, rather than total CR?
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Posted Jan 14, 2011, 1:22 pm
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I don't like the process at all

if i want to damage an enemy camp i load up a bunch of fast cars with one light rocket and hardly any armour....

then i just scatter and run at the beginning.

every car escapes.... the camp takes damage and it simply cant defend against this approach.

they dont even have to send good gangers or worry about losses... 4l phoenixes with a light rocket would work.
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Posted Jan 14, 2011, 3:27 pm
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goat starer said:
I don't like the process at all

if i want to damage an enemy camp i load up a bunch of fast cars with one light rocket and hardly any armour....

then i just scatter and run at the beginning.

every car escapes.... the camp takes damage and it simply cant defend against this approach.

they dont even have to send good gangers or worry about losses... 4l phoenixes with a light rocket would work.



I only added the process last week, in response to an exploit that people were using against NPC attacks: they would simply send a single fast car against the NPCs, and run away, making the NPCs disappear at 500m.

I could change it so this doesn't apply in pvp attacks.
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Posted Jan 14, 2011, 3:54 pm
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that would be the obvious thing to do. :-)
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Posted Jan 14, 2011, 3:55 pm
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*sam* said:
goat starer said:
I don't like the process at all

if i want to damage an enemy camp i load up a bunch of fast cars with one light rocket and hardly any armour....

then i just scatter and run at the beginning.

every car escapes.... the camp takes damage and it simply cant defend against this approach.

they dont even have to send good gangers or worry about losses... 4l phoenixes with a light rocket would work.



I only added the process last week, in response to an exploit that people were using against NPC attacks: they would simply send a single fast car against the NPCs, and run away, making the NPCs disappear at 500m.

I could change it so this doesn't apply in pvp attacks.


Disagree. From a RP perspective, a cavalry raid is exactly what I'd do to a vulnerable base. Use a force to draw out the base's mobile defenders, and then use a light, fast force to do damage to the base. There were several points during the American Civil War where exactly the same strategy was used to great effect.

Granted, we'd need the ability to play an actual attack, and the ability to fight the battle on the camp map to make this fair...
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vet wv

Posted Jan 14, 2011, 3:58 pm Last edited Jan 14, 2011, 3:59 pm by Fifth
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Fifth.. there are far too many things missing to make this feasible... advance scouts so you get an idea of what you are facing... spies in towns... the ability to fight a separate battle at the vault (which would be an easy defence in any case... the bases 'mobile defenders' that went out yesterday to fight humungous left a firetruck and 8 or nine buzzers behind all with plenty of multi skilled crew)..

this is about game play and an obvious exploit that needs to be plugged now. If it isn't i will be sending a convoy 5lv8 ospreys to Asgard to try out the theory.

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Posted Jan 14, 2011, 4:11 pm
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OK, I have done that: the damage from cars removed at 500m is only applied if it's an NPC attack.
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Posted Jan 14, 2011, 4:42 pm
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*sam* said:
OK, I have done that: the damage from cars removed at 500m is only applied if it's an NPC attack.


OK, just thought of a potential exploit:
If you escape a car at 500m, the driver gains 1 scouting skill (I think.) If you escape a car at 350, the skill-up doesn't happen. Therefore, escapes at 350 and 500 are different in the code.
Would an escape at 350, ie a player right-clicking on a vehicle and saying, Escape Now! still not to dany damage to the camp?

OTOH, I know nothing about programming so I might be wrong.
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vet wv

Posted Jan 14, 2011, 4:45 pm
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thanks Sam... fifth.. I may be being dim but i don't understand that one?
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Posted Jan 14, 2011, 4:50 pm
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Fifth said:
*sam* said:
OK, I have done that: the damage from cars removed at 500m is only applied if it's an NPC attack.


OK, just thought of a potential exploit:
If you escape a car at 500m, the driver gains 1 scouting skill (I think.) If you escape a car at 350, the skill-up doesn't happen. Therefore, escapes at 350 and 500 are different in the code.
Would an escape at 350, ie a player right-clicking on a vehicle and saying, Escape Now! still not to dany damage to the camp?

OTOH, I know nothing about programming so I might be wrong.



No, the damage was only ever added for the 500m removal. A 350m escape means the NPC/player is trying to escape rather than forcibly removed due to getting too far away.

BTW disappearing at 500m doesn't give scouting skill.  ;)

But you are right that different bits of code deal with 350m and 500m removals  ;)
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Posted Jan 14, 2011, 4:53 pm Last edited Jan 14, 2011, 4:54 pm by *sam*
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*sam* said:
[

BTW disappearing at 500m doesn't give scouting skill.  ;)



so what I've been told for 6 months about getting a chance of a driving skillup at 500m is just a wrong rumor?
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Posted Jan 14, 2011, 4:58 pm
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Tango said:
*sam* said:
[

BTW disappearing at 500m doesn't give scouting skill.  ;)



so what I've been told for 6 months about getting a chance of a driving skillup at 500m is just a wrong rumor?


a DRIVING skillup.... driving further raises your chances of picking up a point.. escaping at 500 would help that.. but not scouting.
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Posted Jan 14, 2011, 5:01 pm
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True - and to be completely accurate, it's not 'escaping at 500m' that gives you a greater chance of driving skill, it's all the turns you spent getting there.

IOW - if you hit 350m at 10 turns and 500m 5 turns later, you get 'credit' for 5 more turns of driving. If you take 50 turns to get to 350m and only 5 more to get to 500m, you're not really gaining much - but if you get to 400m and can maintain that for a long time, you are 'driving' more and more turns.

At least that's the way *I* understand it...
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Posted Jan 14, 2011, 5:31 pm
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*sam* said:
No, the damage was only ever added for the 500m removal. A 350m escape means the NPC/player is trying to escape rather than forcibly removed due to getting too far away.


So if we get the message that "the remaining vehicles are trying to escape" and we let them, we do not have to worry about taking camp damage?
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Posted Jan 14, 2011, 7:46 pm
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*Marc5iver* said:
*sam* said:
No, the damage was only ever added for the 500m removal. A 350m escape means the NPC/player is trying to escape rather than forcibly removed due to getting too far away.


So if we get the message that "the remaining vehicles are trying to escape" and we let them, we do not have to worry about taking camp damage?


correct
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Posted Jan 14, 2011, 8:24 pm
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