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Clarky wrote:
CEO of Business wrote:
I like the suggestion on paper, its a great idea that solves a lot of issues zarp has in terms of getting suits, especially without busting out the credit card. However, there's one thing that I wanna point out. Maybe I'm crazy right, but isn't it a bit backwards to be giving the better suits out when the defenders are at a higher disadvantage? The higher up the tiers of nukes you go the longer the nuke is, and on top of that faults exist. This change is good, but it would just make it even HARDER for defenders on the higher tier nukes, which in itself is unnecessary, if these nukes were made easier in nature I would 100% be for giving out the much better suits on stuff like omega nukes. I'm not sure if faults are still a thing on nukes, but if you were to remove faults, as a balance change to give suits to the attackers, I don't think that's too bad of a shout. Overall though, I doubt faults on nukes would ever get removed, I tried for a while but it didn't seem to budge. Regardless, good suggestion overall: :plussp:
A compromise, a checkbox for a slight less likelihood of/larger delay between faults in favor of more powerful suits/weps for police, it may not be much but given the dynamic gameplay anything can happen
I mean I think the compromise should just be there in general, faults are a bad system imo, it takes away from the pvp aspect and gives defenders a chore that disadvantages them. Stewie's suggestion has the potential to really change the gedf npc loser issue, and promote tons of pvp for the server. I think pivoting towards this suggestion and away from faults simultaneously is a good change.

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