Bio Engineer Archive
Thread: Slicing Cloning Facilities (Bio Eng fixes slice)
I think you may have skimmed over some of the finer points with the idea of griefing-
+ Only affects people who die as the result of PvP combat (overt or TEF'd).Neutral or non-participating individuals who clone appear normally.
+ People who die are warned on the cloning selection box. The sliced facility would come up as "Closest/Pre-Designated Cloning Facility (sliced)".
With those two safety measures in place I don't see how it can be called Griefing. You are not forced to clone back at your sliced cloning facility if you see that it has been sliced, you can choose to instead clone at the next closest facility.
Also, it only affects players who die as the result of TEF or overt PvP death. You have a cloning facility in your town, which is not normally a PvE hunting spot, and if you are doing PvE, chances are you will not be Overt.So let's think about it. Why oh why would you be overt in your own town bound to your own cloning facility running around? Two reasons:
1. You just got back from doing faction missions, or PvP somewhere else, in which case it would take a rather bored individual to slice your towns cloning facility, and then kill you, just to "grief" one, single, solitary person who then takes a few moments to head to the cities med center or cantina and get cured up by another member of the town. Slicing a cloning facility without pending invasion becomes silly to do just to cause someone's wounds, as a griefer I can get a better result by simply camping people at a star port and killing them when they land before they have a chance to clone.
2. You are there, in large force, overt, on purpose, because players are invading your city. In which case it becomes warefare, not griefing. People who are neutral and using the cloning facility on PvE death take no effect, but the townsfolk who want to try and "zerg" their attackers no longer have free reign to cash in as many deaths as it takes to win, which is the key point ot the idea. They already nerfed item decay on PvP, so for a defending force with a cloning faclity nearby, there is absolutely no risk.
Forcing wounds on death for the defending team really achieves one key ideal... it puts the attackers and the defenders on the same playing field when it comes to death. As an attacker I am more than likely far away from home, and I will more than likely not have time to clone at the enemy's cloning facility before dying, so therefore, if I die invading a town and I simply accept the nearest cloning facility so I can get back out there ASAP, I just cost myself effectiveness due to the wounds I take.
But the home team should have an advantage, right? They still do. As I noted, people who have cloned take normal wounds, but those who did not take double wounds. So guess what happens to that invader you killed who wants to jump right back into the fray and use your sliced cloning facility as the launch pad? His zerging effectiveness just went down significantly.
See the idea here is not only to give Smugglers and Bio Engineers something more to do, it is to attempt and correct the problem with defensive zerging that occurs in 99.999999% of PvP town or base invasions. It is not legit to have a system where the defenders have NO penalty for being defeated on the battle field, other than losing their overt status, which, grouped with a feigned smuggler, actually gives them MORE of an advantage by exploiting TEF to get free shots the next time they run out.