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Poll: Do you agree with changing server settings to make SK rule unnecesairy?
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YES
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20 50.00%
NO
50.00%
20 50.00%
Total 40 vote(s) 100%
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Removing the SK rule (archived by Joint_PK)
#1
Hello ND players!

I know you all hate SK'ers! and Specially Heavy SK'ers, and i have been thinking about a solution where no rule is needed for anymore. So hold on and read this post! because this is gonna blow your mind!

Oke, let me explain. Now we have 2 rules, No SK rule and the No Heavy SK rule. Which for me is very confusing and i think for everyone of you! Especially the guests who dont have a clue what that rule is about.

It is really hard to see where it is allowed and where it is not, because every map has more spawn points and because there are more maps.

So i suggest with a minor change of the server settings which allows you to be invincible for a longer time as you are now, so you are able to run out of the spawn without beeing killed by some artillery or mortar etc. this means you are able to run around for (example 10 seconds) spawn protection.

This change will make the SK rules unneeded anymore and will give a lot less of complains.

so please vote Yes, or NO and let me know what length of invincibility you would suggest! we can also change the length on every map. just incase

-
Joint PK
#2
Or at least slighten down the spawn radius. For example in Oasis, shooting someone with a panz that is just before going over the broken wall is considered heavy sk, even though they start shooting at you before even reaching the cabinets. I think either the sk line should be smaller or like joint said lenghten the spawn protection. (although 10 sec might be a little too long, or maybe the spawn protection should be 10 sec, but once you have fired your gun it should be gone, something like that)
#3
(22-04-2013, 01:02 PM)Joint_PK Wrote: Now we have 2 rules, No SK rule and the No Heavy SK rule.

Do you mean that even the heavy spawn killing is not allowed or did I understand wrong? (It is allowed. :P)

I see two things here;

1. It sure make playing easier when you don't need always to look up to the spawn killers.

2. This will make members/visitors rage quit more often than with heavy spawn killing rule. (In my opinion)

Personally I don't see this necessary.

Neither I dont understand why still some of our members dont know where the lines are, and some of them are too lazy to check those in forums.
Visitors are just going to get used to new spawn areas and in my opinion they are fine with them, havent heard any complaints about areas nowadays, when Sheep decided to edit them.

In my opinion these rules are working well right now, and should not be changed.
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"Money is the McMansion in Sarasota that starts falling apart after ten years, power is the old stone building that stands for centuries. I can not respect someone who does not see the difference."
#4
Firstly, there is just 1 rule - no heavy sk in non-capturable spawns. There is no 'no sk' rule. Don't know where you got that from.

Secondly, you're missing big point with the invincible setting. Need to think wider. I'll give you 100 bucks if you manage to capture radar, battery or oasis flag with 10 seconds invincible spawning vs panzer, flame, 3 rifles and few medics. Especially with 12 second Axis spawntime... That means 2 (!) seconds to capture before Allies spawn again. That's probably why most servers don't have it higher than 3. So a good suggestion only to break the gameplay.
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#5
Look, i dont say that we should set it up to 10 seconds, i say we should consider that option. We should search for an amount which is long enough to exit the spawn area.
#6
Destroy is totally right, the spawns are already very hard to capture now...
You can't even fix that problem with specific spawnshield-durations for each map, because every map has multiple spawns where the time to get out vary sometimes a lot from each other.
Think about radar, when allies capture the bunker and blow the wall, they would just all get mown down by the mobile mg's, shelled by the arty, and blasted by the panzers as soon as they come out the corridor. If you put longer protection it won't change anything, they are always "blocked" at the gate so they have to camp around the truck, and if you allow people to use heavy weapons on them they will just have no chance at all
[Image: h9QO84a.png]
#7
I don't like it.

The rules are just changed a bid and more change every 4 weeks isnt good. also the reasons here above me i can find me in that.
your lovely Creak

[Image: 2mwc952.png]

#8
This is just a poll guys. It was an idea to stop the constant debate over the in forum imaginary lines of what is or is not considered breaking the spawn kill rule or heavy spawn kill which ever it may be.

Guests don't come here looking to read the well diagramed areas and members have a hard time visualizing the imaginarly lines as well. So this was just an idea to make it fair for both members and guests. Something that might make enforcing the rule less of a problem.

I think Joint was thinking about mortar in oasis in the area where the axis spawn. As soon as someone runs out they are nailed by allie mortar in the open area by the med cabinet and pump.

If that is the only area of concern, we would like to hear other suggestions on better ways to define the areas and better ways to enforce the rules.
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#9
I still think that in some Map (like oasis and fuel dump), heavy sk area is really too big, really to big.
[Image: hwUGWHk.png]


#10
I like the idea, but like immo said light sk is allowed everywhere Tongue, and about the invincebility its possible but it dissapears as soon as you start to use fire button( shooting, give medpacks etc etc).

The almighty Chuck. Proud supreme & Supporter of -TWC|


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