| Spawn in /f home | |
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+13Textus EMG_81 Niner256 Fire_unknown rocketeer55 skelly Linden LaserLag awesomesauce2222 pandabear135 ShaunDepro Mash_Tactics vongriva 17 posters |
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should people spawn in /f home when you die? | Yes | | 46% | [ 6 ] | No | | 54% | [ 7 ] |
| Total Votes : 13 | | |
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ShaunDepro Swag
Posts : 751 Join date : 2012-01-29 Age : 26 Location : Australia
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 3:21 am | |
| Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 4:02 am | |
| - ShaunDepro wrote:
- Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. You have to ask yourself, then... what's the purpose? The intended purpose of the /spawning in your f home was to make players easier to continuously kill and lower their power. If that's no longer a possibility, why do it at all? | |
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ShaunDepro Swag
Posts : 751 Join date : 2012-01-29 Age : 26 Location : Australia
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 5:51 am | |
| - Mash_Tactics wrote:
- ShaunDepro wrote:
- Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. You have to ask yourself, then... what's the purpose?
The intended purpose of the /spawning in your f home was to make players easier to continuously kill and lower their power.
If that's no longer a possibility, why do it at all? They are respawned there so the raiders can continuing attacking the faction, yet they still have the ability to counter-react the raiders... | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 6:16 am | |
| - ShaunDepro wrote:
- Mash_Tactics wrote:
- ShaunDepro wrote:
- Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. You have to ask yourself, then... what's the purpose?
The intended purpose of the /spawning in your f home was to make players easier to continuously kill and lower their power.
If that's no longer a possibility, why do it at all? They are respawned there so the raiders can continuing attacking the faction, yet they still have the ability to counter-react the raiders... Well, if they have a period of invulnerability long enough to simply do /spawn and not be affected, then the raiders really don't have the option to keep attacking them continuously. | |
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ShaunDepro Swag
Posts : 751 Join date : 2012-01-29 Age : 26 Location : Australia
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:01 am | |
| - Mash_Tactics wrote:
- ShaunDepro wrote:
- Mash_Tactics wrote:
- ShaunDepro wrote:
- Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. You have to ask yourself, then... what's the purpose?
The intended purpose of the /spawning in your f home was to make players easier to continuously kill and lower their power.
If that's no longer a possibility, why do it at all? They are respawned there so the raiders can continuing attacking the faction, yet they still have the ability to counter-react the raiders... Well, if they have a period of invulnerability long enough to simply do /spawn and not be affected, then the raiders really don't have the option to keep attacking them continuously. ...I explained a fix for that in my first post - I'm not certain on how long it takes for a teleport to work with /spawn but obviously the invulnerability won't last as long. | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:27 am | |
| - ShaunDepro wrote:
- Mash_Tactics wrote:
- ShaunDepro wrote:
- Mash_Tactics wrote:
- ShaunDepro wrote:
- Let's tweak it:
Ten second immunity on respawn. - Allows players to get to other areas, block up areas to be able to combat back. Still allowing factions commands, so they can reset their faction home, but can't use /spawn and /home which I'm pretty sure take less then ten seconds to activate. Remember that ten seconds is an example, if it's overpowered then you could even lower it to five seconds or less. You have to ask yourself, then... what's the purpose?
The intended purpose of the /spawning in your f home was to make players easier to continuously kill and lower their power.
If that's no longer a possibility, why do it at all? They are respawned there so the raiders can continuing attacking the faction, yet they still have the ability to counter-react the raiders... Well, if they have a period of invulnerability long enough to simply do /spawn and not be affected, then the raiders really don't have the option to keep attacking them continuously. ...I explained a fix for that in my first post - I'm not certain on how long it takes for a teleport to work with /spawn but obviously the invulnerability won't last as long. And if you have a period of invulnerability less than four seconds, you don't have enough time to do anything. To properly defend your base, you will need to grab at least two fundamental things. 1: A weapon 2: Armor. First, you need to locate the chests that these are located in. Assuming that your /f home isn't planted directly in front of them, this will eat up at least a second to two seconds of your three seconds of invulnerability. Now, assuming you're not breaking the rules, and using your inventory tweaks in a combat scenario to automatically equip yourself with your armor, you need to individually pull out the four pieces of armor into your inventory, and then shifty-click each one into their respective slots. I don't know if you've ever tried this before, but I'd really like to see someone do that in less than three seconds. You've now spent at least five seconds just equipping yourself so that you can stand a chance. Do you need potions? Too bad. You don't have time. What about a bow and arrow? Too bad. You don't have time. Did I pick the right armor? Let's hope you did. And on top of that, you have to worry about the fact that your opponent has spent the last two seconds wailing on you. If you're not dead by now, you can probably consider yourself at a pretty severe disadvantage. And this is assuming that there's only one guy in the base. | |
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Guest Guest
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 9:08 am | |
| why dont you higher the time it takes to do /spawn in that case then?
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Linden Gold
Posts : 158 Join date : 2012-02-13
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 10:10 am | |
| - dragok_tom wrote:
- why dont you higher the time it takes to do /spawn in that case then?
Why don't... You correct your gramar?! :DD | |
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Biionic Scrub
Posts : 34 Join date : 2012-05-19
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 11:44 am | |
| Not to mention if you open any chests to grab armor, weapons, and the like. The raiders can just take things from whatever chest you open. Honestly, a delayed spawn at /f home would really do nothing. | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 4:40 pm | |
| - Biionic wrote:
- Not to mention if you open any chests to grab armor, weapons, and the like. The raiders can just take things from whatever chest you open. Honestly, a delayed spawn at /f home would really do nothing.
I was gonna make this point as well, but looks like you've got it all covered. Either way, /f home spawning just isn't going to happen. | |
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ShaunDepro Swag
Posts : 751 Join date : 2012-01-29 Age : 26 Location : Australia
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 6:03 pm | |
| So... people with bad thought out base rooms? | |
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Biionic Scrub
Posts : 34 Join date : 2012-05-19
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:54 pm | |
| You don't think when you spawn at /f home, people would follow you and camp you? Good luck getting into a room without someone on your ass, and getting in with you. XD | |
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Linden Gold
Posts : 158 Join date : 2012-02-13
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:55 pm | |
| Oh please Bee, It's not that hard if you plan it out correctly. | |
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Biionic Scrub
Posts : 34 Join date : 2012-05-19
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:56 pm | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 7:57 pm | |
| It doesn't matter how you plan it out. When they're sitting on top of your /f home, your plans don't even remotely matter. Any door you go through, they can go through. Any chest you can get in, they can get in.
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Linden Gold
Posts : 158 Join date : 2012-02-13
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 8:01 pm | |
| Did you know, that if you relog right when you spawn you get 4 seconds of invincibility, use it to break a block and then block off a door
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 8:15 pm | |
| - Linden wrote:
- Did you know, that if you relog right when you spawn you get 4 seconds of invincibility, use it to break a block and then block off a door
And in a presumably obsidian room, where the only breakable blocks are the ones covering the chests with important goodies inside... where are you going to get that block? Furthermore, how is that going to actually help you? When you open the door to go through it, they just follow you through the door. They follow you until the invulnerability wears off, and kill you. | |
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Linden Gold
Posts : 158 Join date : 2012-02-13
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 8:20 pm | |
| If you don't have a single place to hide, or don't have a decorated base with grass or some block to break easily I'm perfectly fine with your ugly obsidian box getting raided | |
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Mash_Tactics Admin
Posts : 536 Join date : 2012-01-28 Age : 31 Location : Newbeckalakistan
| Subject: Re: Spawn in /f home Wed Aug 22, 2012 9:04 pm | |
| - Linden wrote:
- If you don't have a single place to hide, or don't have a decorated base with grass or some block to break easily I'm perfectly fine with your ugly obsidian box getting raided
When you have someone who can follow directly behind you, literally moving exactly where you move until you're not invulnerable (And to be honest, that small amount of time isn't long to get somewhere safe), then there's nowhere for you to run, and nowhere for you to hide. There isn't enough time to react to something like this, no matter who you are, or what your base was like. But, either way, it's a moot point. As I've said like half a dozen times in here, it's not happening. | |
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ShaunDepro Swag
Posts : 751 Join date : 2012-01-29 Age : 26 Location : Australia
| Subject: Re: Spawn in /f home Thu Aug 23, 2012 2:46 am | |
| With my base I can easily counteract people who get inside the faction home.
It's just that stupid people will whine that all of their chests are situated in the room that the raiders are in.
It'll make people rethink about base designs.
Previously I've had a 2 wide gap underneath bedrock where my faction home was set, with a chest with quick gear and a trap door to glitch up, in case somebody was in the base. You can easily squeeze yourself in if you know how to not break a boat.
You could slow down teleporting commands to around 14 seconds when you're in enemy territory, 10 seconds in neutral, 6 seconds in ally/faction, same with /spawn, /tpa for example. Then make the invulnerability to 5 seconds, 5 seconds is very long when you think about it. I can easily head to a second room, open the door and close it within 2 seconds - I think you're exaggerating... if one of the raiders follow you in you and kills you, well, you've split them up temporarily, 14 seconds if it were to be modified.
Since teleporting/respawning gives you a temporary 2-3 seconds invisible effect (which can be annoying though) it's actually a lot easier to go somewhere without them following you quickly. | |
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