Author Topic: Under what circumstances should a mod mute a player?  (Read 15666 times)

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 19204
      • Fugi's Aces Help
Re: Under what circumstances should a mod mute a player?
« Reply #75 on: January 07, 2026, 04:07:13 PM »
Need AI bomber missions to escort or attack..

Those would create action where there isn't any now..

Eagler

Have at it!

Mission editor

Hitech said everything was there to make it work. Mission would have to come from the un capturable base and be set to hit strats as those never change sides.

Offline Eagler

  • Radioactive Member
  • *******
  • Posts: 20441
Re: Under what circumstances should a mod mute a player?
« Reply #76 on: January 07, 2026, 04:24:42 PM »
You'd think one of the bomber fanatics with multiple accounts would be all over it..

As it seems you can only have missions to bomb strategy that limits the setup possibilities too..

Eagler
Intel Core i7-13700KF | GIGABYTE Z790 AORUS Elite AX | 64GB G.Skill DDR5 | 16GB GIGABYTE RTX 4070 Ti Super | 850 watt ps | Pimax Crystal Super | Warthog stick | TM1600 throttle | VKB Mk.V Rudder

Offline Maineac1

  • Zinc Member
  • *
  • Posts: 74
Re: Under what circumstances should a mod mute a player?
« Reply #77 on: January 08, 2026, 10:11:26 AM »

  But..............Pepsi IS better than Coke.

Offline potsNpans

  • Nickel Member
  • ***
  • Posts: 757
Re: Under what circumstances should a mod mute a player?
« Reply #78 on: January 08, 2026, 05:39:28 PM »
Another devolving thread. :aok