Re: Re: Re: Re: A suggestion
I know this suggestion won't remove all the grief connected to LC, levels and pvp, but i think it will at least make high lvl support less of a MUST.
That said I'll try to put some numbers on my suggestion.
When entering LC area.
char base lvl = the highest of tower or char lvl.
...or just char lvl. Not sure about this.
max ql of buff or heal = highest pvp lvl of char base lvl.(the lvl the char can attack).
When entering:
-All buffs with ql above max ql are terminated.
When in area and other tries to heal or buff the char.
-No buff above max ql can be landed on the char.
-No heal above max ql can be landed on the char.
To save the support healers grief. Maybe the ql of the nano they use can be modified within the heal nano strain to suit the target, so that a suiting heal is performed even though a high ql heal is cast.
This suggestion is for balancing purposes. It takes away buff twinking in LC pvp, and reduces the effect of support, while of course not disallowing such support.
Making high lvl chars unable to help low lvl chars in battle is not a good solution.
More and fairer PVP for eveyone:)
Fights can only start in 25% suppression or less.
Fights can continue anywhere.
Maybe the pvp flag should apply to all pvp, not just LC. Any player participating in pvp is flagged as pvp'able.
This flag also limits the ql buffs and heals on the character and their pet if any, instead of the LC zone doing it. Anyone helping or attacking a pvp flagged person is also pvp flagged, thereby removing the possibility of high ql buffs or heals. Se earlier posts.
Pvp flagged chars are marked with an asterix or something.
The pvp flag is kind of a 25% suppression for the char flagged.
(Cannot be attacked by the same faction.)
The pvp flag is only removed if you do not help a pvp flagged char or attack others for some given time.
In other words. The pvp flag is refreshed every time you make an active participation in pvp.
I feel good about this idea, because it can lead to battles starting at a tower in Mort, ending up as a shootout in the supermarket in Rome, where some poor Omni ran to because he thought he would be safe from repercussions:)
Those not participating in pvp can watch of course, or go about their daily business....... Or shoot the disturber of the peace.
This should be easy to implement...... i imagine.
In making pvp possible everywhere, border and zone hogging is not a problem anymore. (Zoning should still give grace for 15 seconds for graphics to load though)
My thoughts are still not in order
Some rules for rubikawide pvp.
Lvl requirements for initiating pvp stays as today. You can attack only those within pvp range, flag or not.
-A char wihout pvp flag can only be attacked in 25% or less, regardless of the pvp status of the wannabe attacker.
-A char that you can pvp(lvl, flag and suppression taken into account is marked with ** - ** or something)
-Someone without a flag can CHOOSE to attack or assist pvp'able players, thereby making themselves pvp'able.
-When getting the pvp flag. Rules for limiting buffs or heals affecting your char takes effect.
-A char with pvp flag can be attacked anywhere, but only by ppl of an opposing faction. Maybe distinctions should be made between neutral, omni and clan, so that for instance attacking a neutral player will mark you pvp'able only by neutral players.
-The pvp flag should not last too long 10-20 min maybe.
-The grid is a safe place to hide btw. Or maybe the pvp status should be hidden and the pvp flag timer suspended in the grid.
I really think this change would make pvp more fun. Those that pvp get deeper into it. Those that do not are not affected.
(Clan agent sitting in omni land waiting to identify and maybe take out a flagged 'public enemy' running by.)