Other > Suggestions
Allowing more factions to take part in Town Control
Gunduz:
I do like the idea of needing more power to hold more cities. TC needs some adjustments, but I think that when npc factions actually start keeping members, the whole system will work differently.
kttdestroyer:
Some further details/preview on the ideas:
A) Ofcoures that number 3 i took up from the air, and it could be even higher, like 5 per city. Meaning, to take sixth city a faction would need 35 registered members, for fifth 30 members. That wouldint happen every day i assume? and to hold it, 35 members would be needed online all the time, for faction not holding a single town, it would be a lot easier, needing only 5 people. But yeah, the abuse problem... See the problem now, well, maybe remove "Faction Friend" thing, and give faction ability to buy unlimited amount of bases on their name. Even though there still would be a problem, players in one faction could all make alts and create a second faction with diffrent name from alts. I will think about it a bit more i guess i was a bit tired when i wrote this first. ;)
C) What would be the point of TC? Well, exacly, factions that have no intrest in holding a town other then caps (the "raider" factions) i see no reason why they would need the towns? Raiders should be raiding, not holding cities right? I also believe there are factions that want to have towns for other reasons, like BHH. If there is no other interest to hold towns other then to gather money, then why should this money factor exist in the first place?
kttdestroyer:
Well, solution to abusable part of A) could be to make faction allies work properly ingame,
1)remove the green tagging of faction players (If you green tag one player you would only give karma to him maybe, not make him green, but thats diffrent topic).
2)The only way to green your allies would be to set them as allies in faction terminal, also would enable the factions to guard eachother towns and make militia act towards them as allies.
3)If a non-allied character attacks another player in unguarded city the militia should attack him (they should try to keep order in town to some extent right?) at least if the shooting player OR the victim is in militias FOV. Therefore, if non-set allies try to help defend a town, they will get attacked by militia.
4)A limit towards non-allied faction members in town control zone while taking a town could also be in place.
5)The Faction and its allies are counted as ONE towards the amount of players needed to capture a town (5 players for one town, 20-35 for sixth). If first faction has no town, and second has one and they are allied, the first faction will need 8-10 players/allies to take a town.
6)Now, if one big faction makes a second faction that is non-allied towards their first faction, then its gonna get easly outplayed as they cannot be logged on to two towns at the same time, and cant protect two towns at the same time without reloggin.
7)Adding an ally to the faction should result in unability to remove them for next few days (or other set time), the same with removing, when removing you should not be able to add them after few days again.
Lordus:
No way. Too complicated. Imagine that new teams would like to join TC and they will have study this huge list of what you cant do...
1) faction scenarios where only limited numbers of players would be availbe is preparing (8 vs 8 players)
2) give back old colourising, because current state is worse than ever
3) make economy output of kind of beacons TC so little for huge teams, so they will not have intention to raid small groups
4) create some TC without current display beacons, so no general team alert would exist
kttdestroyer:
--- Quote from: Lordus on November 12, 2010, 11:38:49 PM ---No way. Too complicated. Imagine that new teams would like to join TC and they will have study this huge list of what you cant do...
--- End quote ---
I dont agree ponts 1 to 9 are complicated at all, they are pretty obvious to me, and i bet would feel natural to a new comer to the game. It only makes the alliances acually set up though ingame system rather then set up outside game.
--- Quote from: Lordus on November 12, 2010, 11:38:49 PM ---1) faction scenarios where only limited numbers of players would be availbe is preparing (8 vs 8 players)
2) give back old colourising, because current state is worse than ever
3) make economy output of kind of beacons TC so little for huge teams, so they will not have intention to raid small groups
4) create some TC without current display beacons, so no general team alert would exist
--- End quote ---
Not sure those things would change much to be honest. Some minor changes not changing the core of the problem in my honest opinion.
Currently we have some empty cities which gangs packed with best equipment fight in, they are battle grounds, not towns. A lot better in my opinion if the towns meant something, like BH started to represent something, it become intresting. Fight for BH become a point, becouse there was something more then a battle ground, thats why CS attacked BH not Klamath. Thats how all cities should be.
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