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A balancing problem with Summoning Hales 
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Location: Hertfordshire, England
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Post A balancing problem with Summoning Hales
So as of late ive been seeing an awful lot of players suiciding on purpose just so they can join the blue team and help the hale out right away. Sometimes 5+ players do this, thus making bosses like this extremely unbalanced and unfair on those on the red team who do want to fight the hale. Sometimes ive seen players of these hales losing next to no HP at all. Would it be possible to give these hales a summon delay to begin with so they cant instantly use their summon at the start? Or even implement a feature that makes "kill" or "explode" not work? I dont know of a way to do this myself but I do know its possible. A Freak Fortress server I used to play on banned these 2 commands. This would help a lot in balancing out the summon hales. It wont stop classes with weapons that they can blow themselves up with but it might help in the reduction of players instantly betraying their own team and helping the hale. Any feedback and other ideas would be appreciated!


Fri May 01, 2015 5:24 pm
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Post Re: A balancing problem with Summoning Hales
Suiciding players will now be marked as being lame, which means they will not be eligible to be summoned.

Implemented, but untested.

(Blocking those commands is a solution, they used to be blocked on our server, however doing so creates new problems.)


Fri May 01, 2015 6:33 pm
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Post Re: A balancing problem with Summoning Hales
Understood Frog. And thank you for responding to this message. Maybe we will see summoning hales actually have to try a lot harder now! :D


Fri May 01, 2015 7:04 pm
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Post Re: A balancing problem with Summoning Hales
It's not like you can't go up to the hale and let it kill you.


Fri May 01, 2015 11:35 pm
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