An idea imperative to the game's survival

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Re: An idea imperative to the game's survival

Postby Andi on Wed, 15 Sep 2010 06:23:27 +0000

So the major problem is being dead? I think this can be fixed.

Also TSPL is to help the new players. It's a major difference to have 45000 (lvl 30) vs 150000 (lvl. 100) stats but not that much for much higher levels like (525k on lvl. 350 and 675k on lvl. 450) where the difference becomes more and more unnoticeable in a fight. And the higher the level is the more difficult is to keep leveling.
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Re: An idea imperative to the game's survival

Postby Toast on Fri, 24 Sep 2010 19:11:29 +0000

New idea: instead of preventing attacks for the whole hour, look at this example.

Player A attacks Player B. Assume Player B heals. Player A then decides to attack Player B again, in the same hour, out of a gang war. Player A's firewall, HD, BUS, RAM, CPU, everything that has a part in a hack, gets decreased by a certain number, and the formula to get this number is: [stat number] - (stat number)(1 - 0.5^[n-1]), where n is the number of hacks on the player so far within the hour. After three or four hacks, Player A's stats will be so low, it would be highly improbable for even the weakest players to not be able to hack them.
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