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Old 2011-02-25, 07:25 PM   [Ignore Me] #19
Raymac
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Re: Reducing downtime


Originally Posted by Bags View Post
Interesting idea: More fighting in soi after hack = longer cap time? Up to a max of 15 mins, maybe a minimum of 3 - 5 mins?

If people show up and fight for the base, it has to be held longer. If no one shows up it's a quick cap.

Just an idea.
I like this idea alot. For me, it seems the biggest downtimes are when you are guarding a hack for 15 minutes. When it's being contested, sure it's good times, but when it's not....yeah we've all been there. However, you don't want to make the timer too short because defenders should have a chance to stop the hack. Shortening it to 10 mins is a good idea too, but this idea of it being more dynamic is very cool.

Using a system like this, if they could find a way to make it work, would do alot at cutting the downtime. The rest of the spawn stuff I don't really see as much of a problem, but then again, I'm aircav so I could be way off on that.
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