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Death should equal player of killing

PostPosted: Sat Mar 19, 2011 7:03 am
by jarodduesing
Everytime a player kills another the player that killed should get traded the supplies taken by "death". Like if im at war with the dharan legion id like to be able to have my troops kill one of their membrs and get a little bonus. Please make this anonomous like

lord Rahl's screen
death has taken 25 scrap
death has taken 12 small parts
death has taken 34 chemiclas

jarod screen says
death has given you 25 scrap
death has given you 12 small parts
death has given you 34 chemiclas

please look into this thanks

Re: Death should equal player of killing

PostPosted: Wed Mar 23, 2011 11:28 am
by wii.thug
I would not like this. It would only encourage people to kill for no reason and kinda ruin the whole reason behind scavenging. like why should I risk my life out in the wastes when I can shoot this guy and take all his resources. It would just make more people mad and leave the server IMO.

Re: Death should equal player of killing

PostPosted: Wed Mar 23, 2011 4:53 pm
by jarodduesing
It would make it more interesting you would have to place your trust carefully and protect yourself it would push the "good guys" togather to survive.

Re: Death should equal player of killing

PostPosted: Wed Mar 23, 2011 5:29 pm
by eldarstorm
These types of systems are hard to balance. Its hard enough to balance the grey area of killing as it is.
I do think it would ecourage people to kill others more. And if you think about it, you could also explait said system as well by cutting a deal with a noob and have him create a community just to war. The other player would not loose anything beeing a noob, but the vet player would be set.

Either way, the community system was to encourage people to work together, not to give them another reason to kill one another.

Re: Death should equal player of killing

PostPosted: Thu Mar 24, 2011 7:15 pm
by jarodduesing
Okay please look into my clan subtitles though thanks.

Re: Death should equal player of killing

PostPosted: Wed Jun 01, 2011 9:33 pm
by Legoman
I dislike, you can already take their guns and ammo, losing 10% from death is bad enough as it is, don't need to encourage new players to go around knifing every one...

Re: Death should equal player of killing

PostPosted: Thu Jun 02, 2011 9:29 am
by Lord Rahl
Hey Legoman, I'm gonna warn you now, because idk if hes banned or not. Jarod is somewhat mingy, and picks fights whenevr he thinks its possible to get away with it. He started a war with me, (hence my name and my group in the example) And he really had no reason to.
On a second note, I've seen your name on the server'sd info/playerlist when I'm not playing, but Idk if we've met yet:
I'm Lord Rahl, I'm a member of TBU, and a "respected." I have a group & pnrp community called the D'haran Legion, We work to help out all the new guys and to help each other within the Legion. If you wanna join feel free, we always welcome new members. If you don't thats cool too, there are plenty of other groups on pnrp and each has their own unique style. Have fun on the server, and cya around.

Re: Death should equal player of killing

PostPosted: Thu Jun 02, 2011 10:10 am
by Legoman
Hello Lord Rahl,
Thanks for the welcome, it's good to be back(I started playing when the server was only on atomic, played though to gm_postnuke_beta2 or 3, then the server seamed to disappear for me...), I've already set up a small community with my buddys who use to play this with me, so thanks for the offer on help but I'm pretty well set up as it is. other than that hope to see you on the server!

Re: Death should equal player of killing

PostPosted: Thu Jun 02, 2011 1:48 pm
by LostInTheWired
We do want to give some incentive for death, true enough. That's why guns and ammo drop, so they CAN make money some way. The way it is now, though, is that they will go after well equipped players instead. Killing is part of the game, but we don't want it to be the only part. We want this game mode to be a fight against your environment.

Raider communities already target stockpiles (through espionage mostly), just because of the near-guaranteed gains. I always hoped this would keep the violent players towards the more dangerous targets. Be paranoid! Part of the fun. XD