KoTD Posted May 13, 2007 Report Posted May 13, 2007 In recent team changes, I noticed that it really didn't help a whole lot considering pub have 6 and private have 8, if I'm correct. Maybe it's just me, but it seems like it's more of the vets on one team...as in they're not spread out...as in the newbs really don't have much chance at high JP games, which is when the vets come out to steal the JP...=P So I'm just asking the reason for team size changes...and consideration for possibly higher pub team sizes than private team sizes. It would actually give some teams a challenge...that's it for now so w/e... Quote
KoTD Posted May 13, 2007 Author Report Posted May 13, 2007 Hmm...then i was lied to...then ignore that part of it and read the rest >_> Quote
Muskrat Posted May 13, 2007 Report Posted May 13, 2007 Actually pub teams can have up to 10, you just cant change to a team with 8 or more. Looks like your whole post is a dud. Quote
*rc 1223* Posted May 13, 2007 Report Posted May 13, 2007 lol if pub has flags i juss spec and pick a ship and im usually on the pub defenders Quote
Fat Cat Posted May 13, 2007 Report Posted May 13, 2007 freq hopper! remind me to fine you in game Quote
11___________ Posted May 14, 2007 Report Posted May 14, 2007 How would you get 10 on a pub team?Is this counting brick attacks? Quote
Suicide_Run Posted May 14, 2007 Report Posted May 14, 2007 Only pub freqs can get up to 10 ppl. Only way to do this is by entering from spec into a ship not by doing =#. Also, the pub freqs (0, 1) must both have at least 8 ppl in it to make it so you can get it over 8. Quote
Suicide_Run Posted May 14, 2007 Report Posted May 14, 2007 You can always make freq size for every freq (including private) 10 and make the team name come into the zone 2 times to off set the change =x Quote
*rc 1223* Posted May 15, 2007 Report Posted May 15, 2007 or maybe pubs have 10 and privs have 10 (9 bc or ^x) so that pubs will have a slight advantage and they wouldnt be able to pick there teams on pub? lol and how about make it to where u have to be on freq 0 or 1 so that there is not 5, 3 ppl freqs runnin around and you have to ?changeteam name:pw to not be on a pub u juss cant =77 or =x Quote
Peace_Maker Posted June 11, 2007 Report Posted June 11, 2007 I'm working on fixing that. By working on that do you mean you are trying to make it so public freqs have a better chance at winning a game? I would lean toward allowing 10 on a public freq (without having to have 8 on the other public freq) and only 8 total players on private freqs (9 with ^teamname). Public freqs generally have 1 or 2 players that do not have upgraded ships and need the advantage. Quote
Deathmonger Posted June 11, 2007 Report Posted June 11, 2007 At the risk of stating the obvious... Why not abolish limits for pub freqs altogether? So the whole server gangs up on the priv freq. So what, they're vets on a priv freq, they should have to be challenged. If the pub freq wins, the jp is hopelessly split across many people, so it's not like the motivation to go priv goes away. I'm sure flagholders on the pub freq will break away and start their own priv freqs to steal the jp, starting the cycle over again. If you're worried about 1 giant pub freq ganking everyone, well, that state never lasts very long because 1 giant pub freq doesn't make any money. Quote
Tandi Posted June 11, 2007 Report Posted June 11, 2007 Nice idea problem is 2 priv plus a giant pub freq. The attacking priv is just going to get flanked terriblely. Quote
DaRuler Posted June 11, 2007 Report Posted June 11, 2007 Maybe if on the weekends there are like 2-3 big public freq games people would be more happy. Then, the people who don't get to play on priv freqs have a chance to win money. I personally like the bigger freqs, and occasionally there will be a few vets on a pub team. There will always be flanking, and I for one will always get pissed when my team gets flanked, but you can't really do anything about it. Quote
James1293 Posted June 11, 2007 Report Posted June 11, 2007 (edited) So what, they're vets on a priv freq, they should have to be challenged.occasionally there will be a few vets on a pub team. with no limit to pub freq sizes, vets will flock and own  but i may be wrong... EDIT: however, other than that, i like your idea. Edited June 11, 2007 by James1293 Quote
DaRuler Posted June 11, 2007 Report Posted June 11, 2007 However, a negative to unlimited pub freqs would be freq hopping. People would hop like mad!! Quote
Deathmonger Posted June 11, 2007 Report Posted June 11, 2007 Nice idea problem is 2 priv plus a giant pub freq. The attacking priv is just going to get flanked terriblely. They do that anyway even with multiple pub freqs. In fact I'd suggest it's worse right now because the pubs keep coming in waves whereas if they were all in one big freq the attackers would get a break once in awhile. The flanking problem IMO would be better solved by moving the HS gate safezones away from base entrances so lancs don't park there (and runwinning would be harder as a bonus). However, a negative to unlimited pub freqs would be freq hopping. People would hop like mad!! Everyone knows now that pub flagging = asking for freq hoppers. If this really got to be a problem I'm sure that freq locking once all 20 flags are collected like on EG could be implemented. Power to the newb cannon-fodder fleet! Quote
DaRuler Posted June 11, 2007 Report Posted June 11, 2007 Ah, I think that's a good idea about moving the safes I never thought of that Quote
cdrom Posted June 12, 2007 Report Posted June 12, 2007 if anything needs to be moved, its stores, i hate it when people atk and kill me over and over just because the dam stock levi/spiders are too slow and too weak Quote
Suicide_Run Posted June 12, 2007 Report Posted June 12, 2007 (edited) Thats wat the warp above the spawn is for. Edited June 12, 2007 by Suicide_Run Quote
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