Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

        Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

hmmm what about a chime, like a ding or a clock chime, should be easy 
to obtain.
I have to much on my plate right now but if no one has got one by 
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:
>a tone would be a good thing. one thing i have noticed, is that 
>after a load of you grab items, those who get killed, don't seem to 
>drop them again, for another to pick up. dallas On 1/20/2012 17:22, 
>Steady Goh wrote: > Hi Jeremy, I haven't get to testand compile the 
>list of items that will crash the game yet. Will try to do it 
>soon. > A couple of things I hope you will consider adding to your 
>already very long list of things to do. > send a message and maybe 
>also an alert tone to every1 on the map when someone leads a 
>mission. And also to the person who logon to the server when there 
>is mission awaiting people to join. > If zombies get to enter the 
>truck, they should start destroying the items that are loaded. I 
>think they should also be able to damage or destroy the truck. If 
>truck is destroyed, mission fail. > > As for the latest change, I do 
>agree that high health should be able to defend our weapons better, 
>but if it only breaks below 75% I'm not sure if it is a bit low. If 
>a player is careful enough not be surrounded and heal up everytime 
>when health is below 80%, there is little chance for the zombies. My 
>suggestion is to make it 85 or 90%. The player with best armers may 
>be able to sustain 2 or 3 hits before zombies have a chance to break 
>their weapons. They would have to decide whether to use up more med 
>kits or risking their weapons. > > é"¦å'/Steady Goh > --- > Gamers 
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