Re: A question

Uh, TY?
That's, kind of allot of differences, you realize that right?
What you just said is kinda like saying.  "Well yeah it's basically a chicken, like it's got wings and a beak and feathers and stuff.  Oh by the way it's an Eagle.  But hey, same thing pretty much...
Also keep in mind that he specifically said that he was basing it off of TK/Redspot in the first post.  It's supposed to be a way to scratch that itch that so many people have been having since RS went down and TK turned into a shitshow.


LOL anyway, here are some suggestions about how you could fix the SZ and vulcan thing most effectively.
The idea about making the SZ a different map is a good one, as it avoids players accidentlaly wasting there time tracking people in the SZ, and in future could even have a separate chat system so that if people just want to talk for a bit they can without bothering people actually playing, obviously it also avoids people playing chicken or camping at the entrance.  But along with that, how about spawning players within a few different sets of coordinates.  So for instance 1:1 to 50:50 as well as 90:30 to 120:105, ETC.  Just where ever there aren't obstructions to get snagged on.  Of course you will have to make sure that you get as many spots as possible and only use large spots, so that people can't camp those zones as easily.  I would also suggest not allowing other players to hear them spawn, as that will give them a heads up to where they are right away.
Even better would be a system that always spawned you at random coordinates within a minimum safe distance from the closest player and free of any obstructions, or just make them immune from damage and unable to fire and give them either a text flag on their tracker, a unique hit sound for the first several seconds after spawning, so that they have some time to get ready.  But I realize that would take time to code.  Maybe in the future?
As for the vulcan, I would suggest making it so that you can't move while it's deployed, and the draw sequence should be several seconds so that people have a warning first.
In future, if you implement an ammunition system, even if it's just a fake reload with roundtime and no need to run around gathering or buying new ammo, you could make the vulcan's reload sequence particularly long as well, again without the ability to move while doing so.

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