Other > Suggestions
Allowing more factions to take part in Town Control
jan0s1k:
--- Quote from: Izual on November 12, 2010, 02:59:31 PM ---Kilgore/Lordus, about B) suggestion:
It is of course abusable, but the money taken would go to different teams. Instead of (maybe) Rogues/VSB holding 2 towns, they would be forced to share the towns and give one to BHH/TTTLAs. The money, by then, would be shared. Also it is of course abusable, but it'd be slow and boring to bypass. My two cents.
--- End quote ---
Lol.... Every bigger gang (if it would be in 2238) can abuse it. For example: Chosen Solders takes Klamath, then to my alternative base I added some crafters (for example this 8 number ;p), next 8 people click to take city, rest of team is protecting city (example 6) aaand?
kttdestroyer:
--- Quote from: jan0s1k on November 13, 2010, 12:54:37 AM ---Lol.... Every bigger gang (if it would be in 2238) can abuse it. For example: Chosen Solders takes Klamath, then to my alternative base I added some crafters (for example this 8 number ;p), next 8 people click to take city, rest of team is protecting city (example 6) aaand?
--- End quote ---
Not with this:
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:
Overregullating of TC will not solve anything.
I suggest to bring back old colourizing:
1) major gangs/aliances will be able to recognize even small factions and give them unique colour. This is exactly what we need, identify players and gangs
2) if we can racognize players, gangs could make a relations with them, set them as friend/neutral/hostile
3) if they are set as friend or neutral, we can let hem to capture some city, that is not in filed of interrest of huge alliance
Green / Red colour causing only that even anti PK gangs kills every one who is not Green during TC, because we just cant recognize players from enemy ... It is huge step back, we had already told that this wont work, it is not work, and it will not work.
LeMark:
I see no solution in the main post.
Controling wasteland is a hard work, only the biggest gang / alliance can hope to achieve that. It is normal a gang of 5-6 players can't take the control of a town, no?
Haterade:
tag green and hes color will be more green depending how much you add him "personal karma"... same way as typing radio channel in radio, same window but for karma amount.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version