there is another problem. in certain mission types, i for one, tend to
collect  a lot of the crates, thus other players wouldn't. how would i
then know when to slow down, and if i did, where is the ballance, when
i could collect faster and end the game sooner? to many htings to
considder really for that. i think it would be better to do something
similar to rs games, in that once people have been sitting there and
not doing anything for a set time, the leader can boot them out.
possibly have a menu that pops up at a command that lists thoughs who
have been idelling for a set time so people can boot particular ones.
not all, as sometimes in the middle of a mission somebody has to go do
something without warning.
dallas


On 21/07/2012, Dakotah Rickard <dakotah.rick...@gmail.com> wrote:
> I would rather not see the missions become timed like that, because
> there's only one crate at a time, as far as I know.
>
> Signed:
> Dakotah Rickard
>
> On 7/20/12, Jeremy Kaldobsky <jer...@kaldobsky.com> wrote:
>> This idea was considered a while back, but we had the problem of players
>> legitimately being unable to find crates in large teams.  I don't believe
>> the idea ever got past the talking stage though, and I'd gladly give it a
>> try if people think it's worth testing.
>>
>>> Hi Jeremy and other swamp players, A
>>> suggestion to deal with truck sitters. How about making it
>>> something like the lms mission where the player's mission
>>> time count down? Start off with 10 minutes. That should be
>>> more than enough to find at least 1 crate in any warehouse
>>> mission. Each crate found adds 3 minutes to the clock with
>>> no cap. Then all we have to do is to wait for them to run
>>> out of time. And no, killing zombies doesn't add on time. we
>>> don't need players who just keep shooting and saying they
>>> are providing cover for others. Thanks but no thanks.
>>> 锦发/Steady Goh
>>
>>
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