Other > Suggestions

Faction Base Idea

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Michaelh139:

--- Quote from: kraskish on October 21, 2010, 11:06:30 AM --- Defender and attackers cant use mercs (=no gap between big and small factions)
--- End quote ---
What the shit?  You realize some builds are meant to have mercs and without em they're screwed?

Or do you mean like, militia?

kttdestroyer:
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?

kraskish:

--- 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?

--- End quote ---

Your suggestion is so similar to town control its almost like it. I imagined as raiding faction bases or maybe some maze-like map (like Arroyo temple of trials) or some spacy area with many blind spots you can cover.

I think the location could be obtained through a NPC (5 people next to each other, no /h available) the spot would spawn on the WM and could be entered by teams of 2-5 so no noobs going alone would enter. Once 1 team entered the location becomes invisible and is visible once the fight is over.

Winning/losing: Winning brings you stuff. You choose duration of the defense through NPC: 20mins, 40 mins, 60mins. The longer the better items. I think the 60 minute one could go with a server message :). When the attacking team takes over they take the players loot plus items/caps adequately to the duration of the defense. They go out of the location, the location disappears.


@Michaelh139 Well, 5 people with no mercs or 1 guy with 5 mercs :p. It would need to be pretty small not to make TC redundant.

Michaelh139:

--- Quote from: kraskish on October 21, 2010, 04:00:47 PM ---@Michaelh139 Well, 5 people with no mercs or 1 guy with 5 mercs :p. It would need to be pretty small not to make TC redundant.

--- End quote ---
Well with that it's pretty friggin obvious which one everybody's gonna choose so thats a complete no no.

besides, a counter to merc leaders would be BG.

everything BG is a super mob destroyer, and merc leaders and their followers are basically just PC controlled mobs.

Mobs are dangerous as shit but think about it, 5 SUPER DUPER BG WITH 8-10 END, 6-10 Luck (or just 2x BRD) would totaly wipe out 25 mercenaries because crits would be near-useless against them as long as they had 3rd-tier equipment and especially easy to take out the 5 pc players with near-shitty builds because of CH requirements.

DrapiChrust:
Seems cool, it might be a kind of more serious gang rivaly... (For me TC just doesn't really work as it should)

The best bases (like outpost and the 500 000 one) should definitely be visible on the map and open for an hour every 12-24 hours

(I would wait with allowing the base to be taken over though)



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