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Post Whiskey Outpost, instance it.
Title.

Two people, 1 cadet, 1 volcom, conflicts the place. Causes the commander bosses to refuse to spawn. and the normal spawn to double or triple.

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Tue Nov 08, 2011 3:44 pm
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Post Re: Whiskey Outpost, instance it.
/notsigned.

They should just fix the regular script.


Tue Nov 08, 2011 8:08 pm
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Post Re: Whiskey Outpost, instance it.
Oh the script actually works, theres just one problem...the cadets/volcoms are on the same teams, so a volcom player gets the cadets from the volcom mission, and the cadet defenders from the cadet guy's mission, as enemies. Vice versa for the cadet player and two sets of volcom fleets.

If they wait too long(because they have to kill 2x as many enemies), another spawn set pops up.

Having 2 cadets and 1 volcom player come, is also quite bad. The two cadet's volcom enemies jump to one of the two players, and now, he has 3x as many enemies to deal with.

This is a place where you're not looking to get players to team up together, so separating the players, if any mumble jumble occurs, imo, is the best idea. How can the cadet spawn a cadet fleet that would accidentally kill the volcom player if theres no volcom player in the same gal because of the instance?

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Salt Assault drew this conclusion from the latest devblog.
[img]http://oi62.tinypic.com/33208ex.jpg[/img]


Tue Nov 08, 2011 11:35 pm
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