Politician Archive
Thread: GreenMarine:So Our City Defences Attack Our Militia?
This is pretty lame.....I would rate this the 2nd dumbest bug to comefrom PCs, right after the bug about Politicans not getting anyXP.
Basicly, If you /citywarn a person of the same faction as yourself, the Cities defenses will aggro you kill you.
Here's what happened. A fellow guildmate wanted a quick ride to Theed so I said "Hey, might as well test out this /citywarn command". I use the /citywarn command on him and tell him to run towards the turrets and they "should" aggro him and kill him. 30 seconds later, nothing happens. He comes back over to me and says it doesnt work. So I tried killing him manually and as soon as a landed the first punch, the NPC AT-ST standing next to us blasted me to death. The good news is that after the AT-ST killed me, the turrets aggo'd the /warned player and kill him as well.
My theory:
Since basicly all the /citywarn command does is give a player TEF, which allows him to be attackable. The problem is that HQ defences (AT-STs,NPCs and Turrents) will aid a player thatis of the same faction.
We have tested this multiple times with the same outcome. Hopefully GreenMarine knows of this bug and is working on a fix. Please do not tell me this is how it was intended to work.
OMG THAT'S PERFECT!
I just hope some rebel PAs start dropping bases and turrets so I can get my spies to test it out in the enemies neighborhood.
Duels? No. There must be some code in the game that prevents that from happening.
I'm hoping that GreenMarine just accidently overlooked this small detail.
I dont have any turrets placed in our town yet but we did play with citywarn and ban today.
If you citywarn someone they turn yellow to other militia members. For the mayor to attack you must also be a member of the militia. The mayor by default is not part of the militia. For some reason the person I warned did not turn yellow to me though. Once you attack they turn red to you. If you warn 2 people in a group only the one you attack can attack you. The other person in the group cannot assist until they attacked also. Them running out of the city makes them unattackable but if they run back in the radius they regain the flagged status immediately(if the timer is still runnning on their flag). If they do not attack a militia member for 5 minutes and a militia member does not attack them they become unwarned after 5 minutes. Warning a player also warns the pets and if they are agressive they will not be nice. City ban gives the error you are unable to ban a citizen from city services. City baning a noncitizen prohibits people from accessing the bank etc. They receive an error saying you have been banned from city services. Im sure there is more that I left out but that is all I can think of atm.
Oh yeah....
If you attack a warned, declared player you receive an opposing TEF. Attack a rebel player and you get an IMP TEF. Attack a Imp player get a rebel TEF.
Above is fact
Below is speculation.
I can see this as being an exploit. Although did not try this with a militia member being overt....
#1 The Imps come to raid
#2 The militia is comprised of neutral and rebel members
#3 The militia does a warn on a rebel player shoots him once and peaces out
#4 Each militia member shoots the warned rebel person once each
#5 They now all have Imp flags and are invulnerable to Imp fire from unwarned Imps
I did some testing as well.
Flint- The only thing I dont agree with is the GTEF.
As soon as our militia member attacked a grouped player, his buddies had a TEF on the militia member.
I'll run some retests though. All the test I have done so far have been upon fellow guild members. What I really need are some rebels to stop by......
Im not sure what you are saying. The IMP flag I recieved from attacking the warned Rebel prohibited me from being unable to trade or get healed by other Rebels even though I am also a Rebel. I dont think it is the same flag you get for being declared so that you can access faction recruiters. I think they are separate flags which is why neutrals can be flagged either way but still not buy faction stuff unless they specifically declare and that would then change the other flag.
JakoPulpiav wrote:
I dont think there is such a thing as an Imp flag. I mean you can become Imperial of course, but your not saying that your process (Flint) for getting an Imp flag would allow you to buy faction equipment, or see covert imps on your radar, or anything like that, right? I think what you get is a Imp TEF. The result of that is that Overt Rebels can attack you. It does nothing to whether Imperials can attack you. Imperials can attack Imperials. Ive seen this happen where an Imperial Medic got a TEF for healing a Rebel (covert) who I guess had thier own TEF. Everything we are talking about here adds people to the list that can attack you, nothing in this discussion takes any away.