thebax wrote:I would deffinitely be in favor of a non-PvP zone around teleporters, if we are forced into a PvP enviornment. The "strategy" of elimination squads near respawn-points or teleporters is on par with the bombing of hospitals. Makes good strategic sense, but if you need to have it explained why it is wrong, you are likely incapable of reading the forums anyway.
*That wouldn't really work, Bax, and here is why:
If you are immune to being harmed while near a teleporter, not only do you have time to heal yourself, and your comrades, but you also have time to use your protection auras and increase that time of invulnerability.
After spawning and healing, you can, pretty easily, use your magic protection, then speed away back to the fight. Granted that there is a timer on those abilities, and you might only be able to get away with that once or twice. But, to an entrenched defender who is trying to rid their lands of the threat you pose, this provides an unfair grace period.
Similarly, if a guild knows more or less when the invasion is planned, the quickest way to stop the nonsence would be to guard the nearest teleporters, and prevent the invasion force from ever 'landing'.
But, you came from Shadowbane, and I am sure you know all of that.
Clearing spawn points that are near your outpost of aggressors is not like bombing a hospital, because RL != IG. If a hospital is bombed, the wounded are DEAD...FOREVER. Making sure aggressors have a more difficult time of causing you grief in a game is not even remotly comparable.
Besides...bombing hopitals IRL gets you very little..chances are the wounded are permanetly out of the fight anyway, and it just steels the resolve of the enemy.
*This does not mean I support PvP in SoR