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Asinine Alacrity (The Flee Meme)
#1
It's been an issue for a long time in cases where conflict is decided by PvP, where if one party feels outmatched or just wants to vamoose without much recourse, it's a very good strategy to simply spend all 7m on moving to the furthest map border, then fleeing at the top of Round 1.

Very few builds can catch someone who does this, especially if they have the CEL to actually flee and take initiative.

I've seen it far too often where people will engage a party in IC combat, then despite whatever the actual circumstances may be, they'll just bum rush for the edge of the battle square and prepare a flee immediately or very shortly after the fight begins. It's entirely supported by the mechanics, but ICly it makes for silly situations where you can never catch a person if they choose to abuse this and you don't just meta/bring a person with a build specifically designed to catch these people (this would involve either having an absurd initiative score, or utilizing shukuchi > move > QHK to stop non-ma fleeing).

This is only an issue in Serious battles, as spars are meant to be easily ended whenever either side wants. So I feel Serious fights should have some kind of penalty to fleeing or just take multiple turns of using Flee to succeed. I'd say 'make it a round delay' but you know people will just run circles around the map until this arbitrary delay expires and they get their auto flee.

And don't even get me started on Burn Up > Winged Serpent > Flee on Round 0. This has been done before in serious situations, and I sincerely hope people haven't actually done this since. But that alone highlights how silly this mechanic is for resolving how people may try to escape by cheesing how the game's flee system works.

Other ideas to fix how fleeing works in Serious fights are welcome. I understand how CEL/MOV should play a part in how well people can pursue/flee, but as it stands a 1 CEL difference in initiative means that person can and will always escape going by the mechanics as they are. And given you can no longer alter initiative in combat at all, you will have no chance whatsoever to catch someone with initiative if you lack the means to pull them away from the border or remove momentum on Round 0 from your starting position.
An Arb/Archer w/ pulling shot and high move, an MA with QHK. Unfortunately both of these can be countered at the same time by an MA/DH using Bullet Barrier, as they'll ignore KD and negate the first shot you make unless you're a crazy bastard and roll Archer/Engineer, Jetpack over to them to breach the distance, shoot them once to break BB, then pulling shot them.
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#2
Here's an idea: when you flee in Serious PvP, you leave your party behind in the fight. In addition, in serious PvP when an enemy party has more player characters than your party does and you try to flee, you get a penalty to flee, as follows:
Amount of PCs are Equal: Normal Flee Chance
+1 PCs on Your Side, Comparatively: 1.25 Flee Chance Multiplier
+2 PCs on Your Side, Comparatively: 1.5 Flee Chance Multiplier
+3 PCs on Your Side, Comparatively: 1.75 Flee Chance Multiplier
-1 PCs on Your Side, Comparatively: 0.75 Flee Chance Multiplier
-2 PCs on Your Side, Comparatively: 0.5 Flee Chance Multiplier
-3 PCs on Your Side, Comparatively: 0.25 Flee Chance Multiplier

In addition, fleeing could have a max chance of 75%, thus making it a gamble option, and if you flee and fail, then Flee gets a cooldown of three turns or something.

Edit: Here's an explanation of why I suggest this: it allows for sides that have a numerical advantage to thin their numbers for IC reasons (Oh, the guard is here, they want to take over for you, citizen-who-has-been-attacked!) and if you DO decide to flee, you'd be abandoning your allies, which can have IC repercussions (no one wants to be known as the traitorous coward).
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#3
don't honestly see it as an issue. if people aren't roleplaying properly, that's something that needs to be addressed directly (and POLITELY), not by changing the mechanical aspect of the game.
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#4
If this really needs to be put into mechanics, we're best off making it where, in a Serious PvP fight, 2 rounds must pass before either party can Flee. With the tools that players can access to restrict movement or force someone away from the edge of the battlefield, there is very little reason why a round delay wouldn't be effective.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#5
Why would someone do this when they have to accept the PvP invitation anyway?
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#6
"Neus" Wrote:Why would someone do this when they have to accept the PvP invitation anyway?

the general idea's something like "i escaped mechanically, therefore you can't catch me icly"
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#7
Yeah, in my opinion it's better to flee through PvP than to just argue the point that you flee flat-out; that's why the mechanics should have some sort of weight to them.
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#8
It's because dice rolls/roleplay agreement in LOOC to decide such minor things royally suck, right?

:eyes:
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#9
I like the idea of each person having to leave the battle separately. Doesn't make sense that just because the leader is agile the whole party can flee. This could create interesting situations where fleeing party members may have to choose between returning to help a slow ally or ditching them.
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#10
Tactician buff where they can let the whole party flee at once.
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