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Author Topic: [TEAMS] Vice War Teams.  (Read 1175 times)

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Thomas

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[TEAMS] Vice War Teams.
« on: December 27, 2018, 03:08:06 pm »
Here's a little dynamic image of Vice War Teams of Selected ( Approved ) participants.


That's little unbalanced, any one up for swaps? :D
« Last Edit: December 27, 2018, 04:51:59 pm by Thomas »
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Aegon

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Re: [TEAMS] Vice War Teams.
« Reply #1 on: December 26, 2019, 10:50:34 pm »
Teams are still unbalanced, bring balance to the force :D
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RajPut

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Re: [TEAMS] Vice War Teams.
« Reply #2 on: December 27, 2019, 09:53:54 am »
Why there's no limit of players at the moment of time in Biker's Gangs?
That's because you want to win by outnumbered amount of players in VU's gang, right?
Yes, I believe having the biggest team increases our chances of winning. Though, I'm sure you can pack a lot of guys from your [XTM]-slave-streltsy army.
However, this can be countered by packing more Quality instead of Quantity. A big team will suffer from the Causalities disadvantages. A smaller team would not reach 200 deaths every hour. This feature has been added so that smaller teams stand a chance in terms of points even if they are outnumbered.
Casualties
  • The number of deaths in your team per hour is called Casualties.
  • This count is reset to 0 after every hour.
  • If casualties increases above 200, your gang suffers certain disadvantages.
  • Disadvantage: The number of points gained by bases is halved.
  • Disadvantage: The cash generated by bases is halved.
  • Disadvantage: The cash generated by kills is halved.
  • Disadvantage: No spree bonuses are granted.

The numbers above can be changed, so I'm open to suggestions.
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