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Jack A T
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PostSubject: Team Combat Discussion   Fri Nov 09, 2007 12:05 pm

This topic is for the discussion of Team Combat, a variant of LMS.

Discuss the current game, rules, and stuff here.
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Zekk




Joined : 30 Aug 2007
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 11:05 am

What's the point of the personal defence knife when a sword dealing 4 more damage costs $5 more? the 10% more accuracy?

Its great that this is back, up and running, by the way.
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 11:08 am

Okay, I'll fix the sword. Thanks for the help.
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Maulkin
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 9:45 pm

Err, you said you can't increase your health past two per round... what do you mean by "round"? Now that you have posted the status update, is there a new round? Or do we have to wait until this game is over (and either the Ninjas or Pirates have won) to increase our health again?
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 9:47 pm

The latter.

Plus, this should be a rather short game of Team Combat anyway.
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Phoenix
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 9:48 pm

Not if you keep adding sims it wont.
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sat Nov 10, 2007 9:51 pm

Players target the sims for a quick buck, when they could target the opposing players to get the big reward. Strange.
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Zekk




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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 8:28 am

I think that the effects of melee mastery should disappear after the round, so no one ends up starting with like, 40 hp >.>
but, I've never played this before.
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 8:30 am

Yeah, there should be a minimum maximum HP. Thanks.
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Zekk




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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 8:35 am

I was thinking that they should be returned to their normal max hp after the round is over. So, yeah, they might have 40 hp at the end of the match (Don't know how a match would last long enough to do that) but at the beginning of the next one, they would be returned to the normal 100, or more if they have eaten cheese.
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 8:38 am

My melee master thing was made to stop extreme health gains and extreme health totals like Maulkin's. Way too much HP there. Your suggestions would work, though, to a certain extent.
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Maulkin
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 9:21 am

Or, perhaps you could try to balance it out. For example, I still have only 100 hp - I can just go up to 120. Perhaps increasing the price of cheese would help balance things out (ie, investing in cheese and investing in heavier weapons is about equal)?
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 9:25 am

Okay, that would work. Thanks.

Edit: Cheese prices have been doubled!
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Maulkin
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 9:35 am

So, how much health can people go up by each round?
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Jack A T
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PostSubject: Re: Team Combat Discussion   Sun Nov 11, 2007 9:39 am

Hmm...Maybe 20 per round until you get to 150, where cheese effects are halved and only 10 per round is allowed, to keep the more experienced players from getting too far ahead of the less experienced players for game balance! How does that sound to all of you?
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