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Big PvP Changes
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=== Info === Big changes coming for PvP! === Other === # Every town except SS is now once again considered ‘open PvP’. This means you can attack other squads regardless of their camp affiliation or war status. '''There is no longer a special clause for low-rep players at SS: even they cannot be attacked there.''' # Camp fame will continue to be earned if warring camp members are involved in a PvP combat. # All wilderness PvP provides accelerated field training # As well as the existing ability to monitor a specific town’s gates, you can now 'spy on squads' of any player (new option in playername menu in the Lobby). When ''spying'' you’ll get a notification when any squad they own is arriving/leaving a town, and will be given an option to intercept them. You’ll be given a list of your own squads in that town from which to pick. Your chosen squad will be set straight into 'scouting' mode with the enemy squad as their designated enemy. Your squad will automatically use CR balancing in the combat if it happens. # PvP attacks can be avoided with a successful scouting roll. In effect, you always have at least a 50% chance of escaping a pvp attack, and this goes up to 80%+ with a good scout. # In wilderness pvp combats: ## you auto-succeed jury-rigging tests (mech skill is assumed to be 500, which means any undestroyed engine at zero health can be jury-rigged) ## you auto-succeed all feasible first aid rolls (first aid skill assumed to be 500, so anyone still alive with anything short of a severed jugular should be save-able). ## the losing side’s footsquad automatically gets home without any creature combats This is fundamentally a revert to the old PvP model which allowed PvP attacks in any town except for SS. It also includes some extra client functions to make the actual logistics of doing an attack easier. [[Category: Updates]]
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