fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 05:24:32 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: Faction Base Idea  (Read 2386 times)

Faction Base Idea
« on: October 21, 2010, 03:24:00 am »

What if there were two kinds of bases, one was without anything practically but was hidden, and one was visible (if revealed that is) but with a lot of stuff.

The visible base would have:
Protective towers
Owners of the base would be able to set a time frame that the base can be attacked (The doors are destructable at that time). Like one specific hour each day.
Like a small fortress. And it would include a lot of resources and lockers.
Logged

Handyman

  • Zostałem Południowcem !
  • Offline
Re: Faction Base Idea
« Reply #1 on: October 21, 2010, 07:29:24 am »

kinda cool
Logged
Why would you argue with someone, while you can kill him.

LagMaster

  • No. 1 Topic Starter
  • Offline
Re: Faction Base Idea
« Reply #2 on: October 21, 2010, 08:15:36 am »

yeah, i mean who can't see an outpost in the midle of the desert, they are biiiiiig, how can we miss them?
Logged

Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
  • Offline
Re: Faction Base Idea
« Reply #3 on: October 21, 2010, 10:16:16 am »

Yes, Simple but a Good Idea. you got my Orbital Support
Logged
Founder of Fallout Online Australia

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: Faction Base Idea
« Reply #4 on: October 21, 2010, 11:06:30 am »

I support the idea. However there should be base defenders limits not  to draw too many people from TC and draw attention of non-TC factions. Lets say 5 people.


5 people would activate the base by being all logged in and present in the base. Starting from that time caps/stuff is spawning, the longer the more/better things to win. Defender and attackers cant use mercs (=no gap between big and small factions) There should be some cactuses or shellters where you could dodge bullets.

Once attackers won or defenders decided it was enough they go away.

I dont know how would you "activate" such base to visible? I guess the safest thing to do would be to buy a "special new base" like dont know "fortress" :D that has some special PvP improvements
« Last Edit: October 21, 2010, 11:15:38 am by kraskish »
Logged
Chars: Perforator, Penetrator Leaderator

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Faction Base Idea
« Reply #5 on: October 21, 2010, 12:45:48 pm »

Defender and attackers cant use mercs (=no gap between big and small factions)
What the shit?  You realize some builds are meant to have mercs and without em they're screwed?

Or do you mean like, militia?
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Faction Base Idea
« Reply #6 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?
« Last Edit: October 21, 2010, 01:19:35 pm by kttdestroyer »
Logged

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: Faction Base Idea
« Reply #7 on: October 21, 2010, 04:00:47 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?

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.
Logged
Chars: Perforator, Penetrator Leaderator

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Faction Base Idea
« Reply #8 on: October 21, 2010, 09:47:22 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.
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.
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

DrapiChrust

  • . . . SAY CHEESE . . .
  • Offline
Re: Faction Base Idea
« Reply #9 on: October 21, 2010, 11:16:56 pm »

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)



Logged
Re: Faction Base Idea
« Reply #10 on: October 22, 2010, 12:11:15 am »

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

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.

There should be some cactuses or shellters where you could dodge bullets.

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.
« Last Edit: October 22, 2010, 12:14:07 am by kttdestroyer »
Logged
Re: Faction Base Idea
« Reply #11 on: October 24, 2010, 04:37:15 am »

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.
Logged
I wish there were bags, backpacks, etc. in Fonline.

Graf

  • Moderator
  • "Next Day" developer
  • Offline
Re: Faction Base Idea
« Reply #12 on: October 24, 2010, 08:32:29 am »

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.
Logged
Re: Faction Base Idea
« Reply #13 on: October 24, 2010, 07:39:47 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?


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.
Logged
Re: Faction Base Idea
« Reply #14 on: October 25, 2010, 04:20:29 am »

taking a car risks losing like 60k on top of everything else.

So you make a garage-tent by TC areas.
Logged
I wish there were bags, backpacks, etc. in Fonline.
Pages: [1] 2
 

Page created in 0.115 seconds with 23 queries.