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Faction Base Idea

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kttdestroyer:

--- Quote from: DrapiChrust on October 21, 2010, 11:16:56 PM ---(I would wait with allowing the base to be taken over though)

--- End quote ---

Yes, i was also a bit sceptical, thats way i said 3 times in 7 days. However, if you think about it, the base would be more of a resources producer (and maybe some special crafting ability, maybe even diffrent per base), then a item storage, thats why the loss would not be THAT big.

Allowing it to be taken over (if the amount of total bases is set and their position is preset around the world) would allow them to work as a king of the hill or more like a conquest mode for factions. Remember that the bigger the faction, the harder it is to defend (faction holding a lot of them would risk a lot setting time frame on exacly same hour on all bases). Even though i think the factions could get an internat message (not global one like TC) if their base is under attack.


--- Quote from: kraskish on October 21, 2010, 11:06:30 AM ---There should be some cactuses or shellters where you could dodge bullets.

--- End quote ---

That could be a nice touch, if there were besides the towers two (or more, less) holes in the walls, like a bunker gap for defenders to shoot at, and the defends on the inner side of the wall that is could get some bonus to AC or some damage reduction bonus.

Swinglinered:
Just add Special Encounters that are in fixed or semi-fixed locations (assigned to a general area instead of a specific spot), which have possible materials and workbenches and a terminal (for merc control, nothing else).

If you can defend it, its yours. Perhaps they can accept "Base Mercs", which are beyond standard merc limits.
These must be paid weekly in addition to intial "purchase fee".

Others can find it the same way you did.

Perhaps you can buy clues from base-sellers that increase chances of finding these places.

Graf:
Idea is good, but it's only an idea. Maybe someone would start making a map for that bases with protective towers, walls and shit?
P.S. It's much easier to remake the GECK city from TLA, than making it from scratch.

theyseemetrollin:

--- Quote from: kttdestroyer on October 21, 2010, 01:17:24 PM ---Well, i think this might possible give TC towns a small rest, by giving alternative pvp options for gangs. This also might hurt the huge gangs in comparence to smaller ones, as they would have to deconcentrate their forces more then currently. Right now it often ends up that one gang controls all (part of it is becouse the combat system favors to much manpower though).

About the winners and loosers, one counter idea to yours Karakish could be that thte base resources would be destructable, so if the winners get though, they can demolish the base, when the attack ends, the defending gang would have/could repair the base to regain its productivness.

Base take over, i am not sure this should be possible, maybe if an attacking gang wins 3 times in raw between a time frame of like 7 days? Win could work simillar to town control, the gang that hold a point inside the base at the end of the defending gang choosen war hour, wins.

Amount of bases, i think there could be a set amount and pre-set locations of those fortresses around the northen map, so they dont end up on eachother, or too close to eachother and dont get too many. Maybe 10-15 of those would be enough for whole fallout online world?

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Every faction with more than 4 players has 3-5 bases, there's no way 15 is enough. It's a location issue, map is too big and travelling is too slow to need to go long distances. Lets say you want to do tc, it can easily take 15 min just to get there and taking a car risks losing like 60k on top of everything else.

Swinglinered:

--- Quote from: theyseemetrollin on October 24, 2010, 07:39:47 PM --- taking a car risks losing like 60k on top of everything else.

--- End quote ---

So you make a garage-tent by TC areas.

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