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 hostile friends 
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Joined: Tue Apr 20, 2010 2:27 am
Posts: 672
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i have a few hostile friends that i DONT want to remove from by FB just because i want to roll play and fight them ingame. i like the way it was before. could you please change it back and disable the features in the friends list.

in addition i found a bug where removing someone from your FB friends does NOT make them attackable like it used to. i dont want hostile friends able to repair my ship either.... that was an issue from another discussion. and i DONT want to advertise my modules and my traps to hostiles!

i have not tested this, but does a friend guarding a planet make the planet invincible? i though that one of the main benefits of having alliances so there isnt confusion. i get alerts for friends and i cant attack them...

this is a critical flaw and should be fixed immediately.

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Tue Oct 19, 2010 10:31 pm
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Joined: Sat May 22, 2010 6:22 pm
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Location: On the bridge of the Vikiera
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so:

A. have friends exploit omicron nets and other offensive actions to prevent being effected by enemies.

B. have friends exploit immunity from each other to gain defense against other legions.

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Tue Oct 19, 2010 11:54 pm
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Joined: Sat Jan 09, 2010 12:49 pm
Posts: 2085
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We're working on a solution that will allow friend PvP but still prevent some of the current concerns. Primarily, this involves blocking these actions when accessing your friends from the 'View Friends' area.


Wed Oct 20, 2010 12:32 am
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Joined: Fri Jun 04, 2010 7:57 pm
Posts: 108
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Here is a related question, a few months ago you fixed the issue of having invulnerable planets by making a Calming Amp removable, now, if I am not mistaken, the situation is still there with an Omicron Net, i.e. not removable by a hostile player therefore making the player undisableable <sp> and once again, the planet is invade proof, (yes i know they can be warped away but if they are online, they can get back to the planet just as quickly as it can be invaded. ) so, if we go back to having hostile actions (netting) available again, we have a big, exploitable loophole. so I think we need to leave it as is until a fix can be engineered.


Wed Oct 20, 2010 1:29 pm
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Joined: Sat Jan 09, 2010 12:49 pm
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There are situations where players with truce effects can still be attacked, such as planet guards. Please see:
viewtopic.php?f=2&t=1331


Wed Oct 20, 2010 5:17 pm
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