As stated before, the gangs consist of the following players:
BAD: Toast, Arya, Jinius, Skip, Matty
OSX: Myck, Maerad, Junny, Ten, Orsm
Let's assume, for this example, that only Matty and Junny are fighting.
The goal is 15 points ((5+5)*1.5 = (10)*1.5 = 15). The sequence length is 8 members.
The sequence for Matty to gain a point is: Myck, Maerad, Junny, Ten, Orsm, Myck, Maerad, Junny.
The sequence for Junny to gain a point is: Toast, Arya, Jinius, Skip, Matty, Toast, Arya, Jinius.
When Matty clicks on the "Fight" button, he comes to a page full of buttons (not links, because buttons are prettier) that has each opponent's name on it. He must click the sequence above correctly to gain a point. To add to the sadistic nature of this war, if Matty misses a correct sequence link (ie. he clicks Myck, then Junny in an attempt to see if Junny is the next link), Matty will have to start all over again, but the sequence DOES NOT change. He will be able to use his saved work and get back to where he was before he failed an attempt. When he completes the sequence, he needs to wait one hour before completing another sequence.
Skip also has a sequence to complete, but it will not be the same as Matty's. Likewise, Toast's sequence will be different too. When Matty completes a point, however, his sequence will be different. He will have to find the new sequence.
The war ends when one gang gets to 15 points.
Junny hacks Toast for 1 damage!
Junny hacks Toast for 1 damage!
Toast hacks Junny for 1 damage!
You have killed a combo starter!
Junny hacks Toast for 1 damage!
You have defeated Junny!
You gain over 9000 exp.
Rusty hacks Toast for 0 damage!
Toast hacks Rusty for 200 damage!
You have successfully completed a combo atack! 5 extra points has been added to your gang!
You have defeated Rusty!
Toast hacks Myck for 0 damage!
Myck hacks Toast for 1 damage!
Myck has defeated you!
He gains 0 exp.
You did not manage to complete the combo attack. The combo attack has been reset.
|OSX| Junny wrote:(THIS IS WERE I NEED TRIN, How do we stop gangs like DD from abusing this system to stay dead for 6 days just so they don't have wars?)
|OSX|Rusty wrote:@ Toast: The first idea looks interesting, but I don't really see how it relates to CW in any way Might be a fun thing though...
Second idea looks more promising, although I doubt that people would especially try and find what order the combo was in. Note too that if there are 10 players in the gang, it could take up to 10 hours to find the right combo if the two comboers don't heal (ie it takes 1 hour to find who starts it, then you have to try the remaining 9 players immediately after, one an hour, until you find the combo). I sense people would still continue on, but I do like the idea!
|OSX|Rusty wrote:If the combo was randomised each time it was broken, there would be no point in attempting to figure out what order you should try to do it in as it would be random between the remaining survivors, hence people would continue to just hack down the list and no advantage would be gained by this update. For this to be worth anything, the combo has to remain the same throughout the war.
The Original Toast wrote:|OSX|Rusty wrote:If the combo was randomised each time it was broken, there would be no point in attempting to figure out what order you should try to do it in as it would be random between the remaining survivors, hence people would continue to just hack down the list and no advantage would be gained by this update. For this to be worth anything, the combo has to remain the same throughout the war.
I love how you're so quick to discredit everything and anything.
The Original Toast wrote:Fine. It was a suggestion anyways. We can ignore the "just alive" bit. But why would we want to keep the combo non-random? If, perchance, a player finds the combo, won't they exploit it if it's non-changing?
|OSX|Rusty wrote:The Original Toast wrote:Fine. It was a suggestion anyways. We can ignore the "just alive" bit. But why would we want to keep the combo non-random? If, perchance, a player finds the combo, won't they exploit it if it's non-changing?
I thought that was the idea of your plan?
The Original Toast wrote:|OSX|Rusty wrote:The Original Toast wrote:Fine. It was a suggestion anyways. We can ignore the "just alive" bit. But why would we want to keep the combo non-random? If, perchance, a player finds the combo, won't they exploit it if it's non-changing?
I thought that was the idea of your plan?
Only if it were random. You were discrediting the random bit.
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