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Friendly fire as a game pitfall.
#24
bonestomper Wrote:on the friendly fire, i think it depends.

if it is magic based attacks, perhaps i can provide my guild mates with an amulet that would protect them from my own magic. perhaps the amulet is on a timer so that if it was ever looted someone could not be permanently immune to my attacks. perhaps i could do it as a spell of warding or something.

if it was a spell i could use it on Pugs, but have it expire if i die so that if they turn on me they can't CC me without recourse, something like guard in WAR.

if it is a shooter, go full out griefer and don't even do the locked up weapons. being able to control FF is a far more effective tool against the zerg if you have a well played smaller team. if we want a bit more skill than shear numbers to decide, make the fire fights a bit more realistic.

uncontrolled FF is the worse idea a multiplayer game can have. Nothing wrong with Planetside's system. Faction based hits in a fantasy game would not work on their own, as character reputation is not a big enough deterant to stop griefers.

D&D has already done what you are talking about Bone, play Balders Gate 2 or NeverWinter Nights.

Sure I can cast fireball on my teammates, but I better have given them protection from fire or resist fire or protection from elements, before hand
[should not have shot the dolphin]
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