PvP Changes

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Scripts v.276

Info[edit]

Some more work to make PvP workable.

Other[edit]

There are now per-gang PvP flags. So you decide on an individual basis whether you want to take part in road encounters with other player squads.

There's a 14 day delay between each status switch.

Since combats are squad-based rather than gang-based however, each squad is identified as being open or closed for PvP. If any vehicles in a squad belong to gangs who are open for PvP, then the entire squad is open.

Two exceptions:

  1. In Shantyville, every squad is considered to be open for PvP
  2. In Somerset, every squad is considered to be closed for Pvp

Any gang that is open for PvP get a field-training boost in all events - even town events and PvE combats.

The 'squad spying' and 'gates monitoring' systems that run in the Lobby will now only notify you about potential targets, i.e. closed-for-PvP squads won't be monitored or spied on.

If your squad is not open for PvP, it can no longer define an enemy squad or look for human enemies when scouting

A squad's PvP status is shown clearly, towards the top of its page.