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Mob Lock- New Mindforce chip

Discussion in 'Wishlist' started by GeorgeSkywalker, Jul 15, 2010.

    • EntropiaPlanets Staff

    GeorgeSkywalker Explorer
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    George Ace Skywalker
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    Mob Lock- New Mindforce chip

    Ever been frustrated with killstealers?

    Well this could be the chip for you. When cast on yourself this would have an effect of locking any mob you shoot first to you. So that if anyone else shot the same mob they would do no damage to it (even more fun would be if second person to shoot it got deflected shot from mob and their own shot came back to shoot themself :P regardless of if it's pvp or not).

    If after your first shot you do not shoot this mob for 1 min that mob would revert back to normal and be free for anyone to shoot.


    The effect of this chip could last longer or shorter depending on the level of the chip.

    edit: forgot to add delay period for how long till mob reverts back to normal could also be affected by level of the chip.

    unionova Kitty whisperererer

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    As long as there is a restriction to the number of mobs locked to each player (and/or team), this has my seal of approval. :thumbup:

    I'd also like to see that a mob locked mob that has reverted to it's normal state (in your example 1 min) cannot be locked by the same player/team in a certain amount of time.

    Shadowsong Collateral Damage
    Question

    Pop Dragon
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    It could be as simple as linking it to the current "trapped" condition. There would have to be a limit on the locked mob agro as well, otherwise..... well, it would make for some baaaad mobtrains. The agro of the locked mob would also have to be locked to the MF user. Could be interesting.

    Corrianna Trina Xenophage Trained "Psycho&a mp; amp;quot;trop i

    Feffoid Maffoid
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    This is a neat concept but the way MA has made MF the range for something like this would garantee be governed by the heal rules where it only works within 5 to 10M.

    I think Id rather have something like a pheromone spray that could be put put on the KS'er that would attract the mobs to auto train them and get rid of unwanted cheating players. That way I would not have to take my valuable play time to do it myself.

    MindStar9 - Cyrene Cyrene Writing Team
    Inspired

    Marco
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    Great idea ... and it's something that is already a function in another game I play. Once you tag a mob, the heath bar of the mob turns red for anyone else tagging it, and ... a symbol similar to the following (without any identifiers like the u-turn thingy) appears to the left of the mob's health bar ... you also get a message saying that this creature does not belong to you. I agree with some of the points that others have made here too, as cautionary measures.

    [IMG]

    It really makes life so much easier, and lessens the drama when someone thinks their mobs are being stolen ... I know, some actually do engage in this activity unfortunately, but many times it's just unintentional. I know that when I'm in hunt mode (not in EU :D) ... it's tab, tag, blast away without stopping ... especially if I'm involved in a mission (some are timed), and when I happen to tag someone else's mob and get the "this creature doesn't belong to you" message, I just hit tab and I'm off blasting again without hesitation or having to deal with someone's accusations ... I don't have time for that when I'm on a roll. :D

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