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09-28-2011
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The muffin man
Join Date: Sep 2011
Location: Burger Refuge
Posts: 2,262
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09-28-2011
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Quack Quack~
Join Date: Sep 2011
Posts: 1,810
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That is true but do remember he said that it will act like the Revive potion... That it will limit itself for a short time... So its best to keep it at 100 and when the Flak Jacket finishes, it stays at 100 but then when killed, goes back to 50. It would be a use-able item rather than a time-limited item, i would agree with your suggestion based on it
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09-28-2011
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The muffin man
Join Date: Sep 2011
Location: Burger Refuge
Posts: 2,262
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Thats a rather boring idea, I'd rather see the flack jacket degrade with every hit you take, and slowly your max health declines from 100 to 50 as the jacked gets weaker and weaker. So perhaps each hit you take deducts .05% percent from it meaning you can take 2000 bullets before your jacket will reduce to nothing. And so the boost your flack jacket will give to your max hp is: 100-deductedpoints/100*50 rounded to a whole number of course |
09-28-2011
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Quack Quack~
Join Date: Sep 2011
Posts: 1,810
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![]() Maybe it could be like 500-2k per Flak Jacket? |
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09-28-2011
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ಠ_ಠ
Join Date: Aug 2011
Location: In my World
Posts: 441
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I don't like the idea based on the fact that streakers have a bigger chance to save themself before getting killed. Spar would need something new, so it won't happen that you have 50 HP and ur enemy has 100.... Base pk would slowly die. |
10-07-2011
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The muffin man
Join Date: Sep 2011
Location: Burger Refuge
Posts: 2,262
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I think this idea should still be considered, your points are pretty unvalid... Flack jacket effects can be quite easily removed from the spar, by simply having a script... if (playerhealth>50)playerhealth=50; yep... theres not really that much to do about giving both sides an equal chance... as for the streakers, its more of a case of people looking for excuses to hide there lack of skill, a gang could still take out an individual quite easily even if they did have 100 hitpoints... |