![]() Two days later, on the morning of March 16, a Nakusp officer located the stolen Ford F350 at the back of a known prolific offender’s property. Police obtained game camera footage from the area which detected and recorded the suspects involved. On March 14, Nakusp RCMP responded to a report of a break-in in the Burton Area on Arrow Lake where they learned several items had been stolen, including a White Ford F350. But its a prison game so strength in numbers makes perfect sense.A prolific Nakusp offender is in police custody following a break and enter last week, which uncovered an ‘underground bunker’ full of stolen property. I play with only one other and we are not the type to visit bunkers. I don't see the harm in a squad going in. tbh, even a minute both ways in and out might be ok. On exit, since you cant see the mechs outside, maybe it could open and stay open like a minute or so if activated from inside, so you can time your run out. I think what I need to do is just practice bunker entries in Single Player, cos after dying 3 times in a row, you kinda don't wanna lose many more fame points in multiplayer. I like this idea but still for me the mechs seem pretty challenging. ![]() So better loot in bunkers with doors only, places like Factory or Airfield that are open can remain the same with the random loot. atm a bunker is not that great of loot often, compared to cargo drops now. This will make it more high risk, so loot should be on par with risk. best that can hope for is squad to carry your loot out. Card should give one entry and one exit use only.īut if you die in there, you cant get back in without another card. like, Door slowly opens to max width then begins to close again at same speed, so if you don't make the run with the guy with the card, you wont make it in. I say let the full squad in once the door is opened, but all must move as one. Mostly, the attempt to restrict squad mates and allow re-entry after death. I think this would be very hard to implement. Give them options, an incentive, a goal and a reward for their efforts that's how to go about thing's trying to forces folk like that will not get the desired results. When you start trying to "Force" people to do anything 9/10 will reject it and do the exact opposite. Why would people even bother looking for key cards when they can let you do all the donkey work loot a base and just KOS you on the way out and take everything.Ī key card option might work on one or two bunkers but not all of them, it would be good if folk had to find two parts of a key card in order to gain access to a one or two bunkers that would work as an alternative bunker option for one or two bunkers and would encourage/promote player interaction something the game lacks. most folk can barely cope waiting on a loading screen or waiting in a que for a few mins. The player base would flat out reject any sort of time limits. the only time, time limits should even be considered an option is if its a mission of some sort. It may be D4.Īn outright No to putting any time limits on POI's like that and it this would encourage camping not deter it. Originally posted by Preacher:- Once the card is found in A1 for example, it doesn't mean that it opens a bunker in the same sector. As well as crafting improvised armours etc. This solution will additionally force players to use weapons they currently despise. Today, usually, after a week of wipe, everyone runs fully geared with tier one loot. After this time, if a player does not leave the bunker doors get sealed and he dies with no chance to get back for his body.ĭue to the reduced bunker looting attendence by the above changes, campers' lives would not be so lucrative. If the player has a gas mask, he gets an additional 5 minutes to survive. 20 minutes after entry, an alarm procedure in the form of a poison gas is triggered. If another player who is not in your squad runs across after opening the main door, the next door will not open. A player who dies in the bunker can return for his body as the bunker security system recognizes his BCU and lets him in. The game will not allow the card holder to enter the bunker if there is less than 30 minutes left before the server restart Time to enter and exit the bunker is counted when the main door is opened, for example 20 minutes. Once the card is found in A1 for example, it doesn't mean that it opens a bunker in the same sector. Eventually, we may start seeing players in places where nobody visits at some point in the game due to their unattractiveness. This will force players to move around the island in search of them. The easiest way to get rid of bunker campers and the most fitting to the realities of the game is:
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