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Dear Sam...
*sam*
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Bastiel said:
back to the point at hand, I guess we have to go hunt some traders to go find these... what they called.. chayn sor?


I added a bunch of them to spawn gradually in the NPC shops over the next 24 hours. Also, camps should find them easy to make.

edit: I see Arizona currently has a sword for sale at the low low price of $251
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Posted May 16, 2011, 11:18 am Last edited May 16, 2011, 11:20 am by *sam*
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:o
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Posted May 16, 2011, 11:28 am
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Mwahahah, SS hero point!
Now to rush home from school and try these things!!!
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Posted May 16, 2011, 11:42 am
*sam*
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Careful, you can easily lose an eye, or an arm, or.. other miscellaneous bits..
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Posted May 16, 2011, 11:57 am
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Sam, have you ever heard of "The way of a Meatshield"? :cyclops:
That's supposed to happen to them :rolleyes:
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Posted May 16, 2011, 12:05 pm
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I just bought a chainsaw in Texan.... :cyclops: :cyclops: :cyclops:
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Posted May 16, 2011, 1:13 pm
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hmmm, now where to use it

*sam* said:
Careful, you can easily lose an eye, or an arm, or.. other miscellaneous bits..



That rememinds me, soon to hit the best sellers stands "Why being a Reverend is better than being a eunuch" by Rev V
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Posted May 16, 2011, 1:59 pm
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*Rev. V* said:
I just bought a chainsaw in Texan.... :cyclops: :cyclops: :cyclops:

Rev, if you're taking requests, I would like to most humbly suggest a ditty about spiked baseball bats.
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Posted May 16, 2011, 6:45 pm
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I've already said that the next song will be about brothels.....and nuns... ;)

And there is NO way it can be anything but......\m/ METAL! \m/
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Posted May 16, 2011, 6:56 pm
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*sam* said:
Bastiel said:

Can the attack be an attack and move, so anything within the circle is targetable? you have to move to it still to attack. Thinking so you can still run from a melee attack outside of the current 2.5m distance. Just extending the melee distance might end up with melee attacks in midair doing damage to someone obviously out of range.


So the ped's actual movement is over-ridden to follow the target rather than their previous movement orders; yes, that's a good idea.


i'm not sure it is.... it makes it impossible to make an unpredictable move to throw off a guy closing on you... which is entirely possible in real life.
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Posted May 16, 2011, 10:34 pm
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would it though?

If you attack, you make a half move and attack, if you run, you make a full move.
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Posted May 17, 2011, 1:07 am Last edited May 17, 2011, 3:18 am by Bastiel
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goat starer said:
*sam* said:
Bastiel said:

Can the attack be an attack and move, so anything within the circle is targetable? you have to move to it still to attack. Thinking so you can still run from a melee attack outside of the current 2.5m distance. Just extending the melee distance might end up with melee attacks in midair doing damage to someone obviously out of range.


So the ped's actual movement is over-ridden to follow the target rather than their previous movement orders; yes, that's a good idea.


i'm not sure it is.... it makes it impossible to make an unpredictable move to throw off a guy closing on you... which is entirely possible in real life.



If you're faster at running, you'll get out of range. Speed as the factor that decides who catches and who avoids seems ok to me.

I don't think it's worth getting *too* detailed with this stuff really, since melee will never be core gameplay.
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Posted May 17, 2011, 8:05 am
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*sam* said:
goat starer said:
*sam* said:
Bastiel said:

Can the attack be an attack and move, so anything within the circle is targetable? you have to move to it still to attack. Thinking so you can still run from a melee attack outside of the current 2.5m distance. Just extending the melee distance might end up with melee attacks in midair doing damage to someone obviously out of range.


So the ped's actual movement is over-ridden to follow the target rather than their previous movement orders; yes, that's a good idea.


i'm not sure it is.... it makes it impossible to make an unpredictable move to throw off a guy closing on you... which is entirely possible in real life.



If you're faster at running, you'll get out of range. Speed as the factor that decides who catches and who avoids seems ok to me.

I don't think it's worth getting *too* detailed with this stuff really, since melee will never be core gameplay.


It's fine, but dex should play a major role in melee- because dex for the most part is the weak stat.
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Posted May 17, 2011, 1:37 pm
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Dex and strength should play a greater role in everything. Ideally, all stats should be equally desirable. A gang focusing on dexterity should make great snipers, speed would put in a ton of hurt close up, strength would be able to take a pounding making them great for players who don't care about taking damage, etc. :stare:
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Posted May 17, 2011, 3:50 pm
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Pretty much how str works currently. It's fine , Speed is fine , Dex is ####.
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Posted May 17, 2011, 3:55 pm
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Joel Autobaun said:
Pretty much how str works currently.  It's fine , Speed is fine , Dex is ####.


Dex should help with thrown accuracy and reloading times if it doesn't already.
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Posted May 17, 2011, 5:48 pm
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You can say strength works like that if you want, but all I've seen it doing is increasing throwing range and tipping cars over. We need an endurance stat, something that actually DOES noticably help with bullet resistance.
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Posted May 17, 2011, 7:37 pm
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Anu char with below 2 million dex should not be able to use a laser IMO. :D

Also, now that we have a slashy hits table can we get ballistic knives? Or laser guided chainswords?
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Posted May 17, 2011, 9:40 pm Last edited May 17, 2011, 9:41 pm by Flaming savage
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Serephe said:
You can say strength works like that if you want, but all I've seen it doing is increasing throwing range and tipping cars over. We need an endurance stat, something that actually DOES noticably help with bullet resistance.


Bullet resistance is one thing–if your heart is destroyed, you're dead, no matter your strength–but the ability and time taken to recover from injuries, especially multiple injuries, is much better with stronger gangers in my experience.
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Posted May 17, 2011, 10:28 pm
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