Other > Suggestions

Allowing more factions to take part in Town Control

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Sarakin:
As long as faction system wont change, both A) and B) are  abusable. One gang will just take towns with different faction names, and with this change it will mean just a little annoyance to them. Anyway, it might prevent one gang from hoarding all the cities. C) seems bad, even now if you dont control wealthy city for a several days, the equipment lost in the fight is more worthy than caps generated by the footlocker.
(were still waiting for better TC rewards such as ammo, drugs, armors and weapons  :P)

Kirkor:

--- Quote from: kttdestroyer on November 12, 2010, 04:05:25 AM ---A) What if factions would require more people to take towns for each town they own? For exemple if a faction owns one town, to take next town they need 8 people (+3), if they want a third town they will need 11 people and so on. That would make it harder to attack at nights with fewer people. In the end i think its logical that the more towns one faction controls the more people it needs.
--- End quote ---
Big factions still could afford taking citys.




--- Quote from: kttdestroyer on November 12, 2010, 04:05:25 AM ---C) What if towns instead of giving caps, cost caps? Crazy huh? Simple and true.

--- End quote ---
So why bother Tc if you can only loose on it? :S


--- Quote from: kttdestroyer on November 12, 2010, 04:05:25 AM ---Some Experimental ideas:
C-2) Maybe if towns cost caps, the factions would need to do something in town, work on it somehow, to avoid the money loss, invest. Open a shop? Auction? Boxing Matches with betting? Take taxes for mining?

--- End quote ---
No, it will not work. There is many better towns for auctions/bartering and trading. Also there are too small amount of active players. And noone want to risk their stuff to bring it to some dangerous, unguarded city...



--- Quote from: kttdestroyer on November 12, 2010, 04:05:25 AM ---C-3) If a faction would like to roleplay raider factions they maybe should be able to do that, meaning, if vendor is killed, he can be looted for X amount of caps? Those caps are then subtracted from the loss of the owners, so if vendor is killed, the controlling faction has to pay it. If they dont manage to pay it, they loose control. And Vendor can be killed only between a specific time frame, like from 18 PM to 23:59 PM, otherwise he neither generates money or anything, he just dies like now without any loot, to give the fatction in control some chance to defend
--- End quote ---
I can only see here another opportunity to get free caps for bluesuit suicide noobs...

maszrum:
probably you guys forget about something, sooner or later small gungs will be absorbed by bigger and stronger organisations
anyay we have plenty ideas of changing tc system and entire gameplay, but looks like nobody want to change anything - even fucking namecolorising

all this suggestions will be pointless, becouse -  GANGS HAVE NO REAL INTREST IN KEEPING CITIES its gameplay problem, caps as reward ? who needs them after 2 weeks after wipe? we dont need defend our cities , they are ghosttowns, dont remember when i saw some players in klamath, den or gecko

heh we need to wait for FOG sever or awakening of developers:/

Kilgore:
This suggestion doesn't really make any sense.

A/B is abusable (Izual, please...)
and C is just stupid, you would invest money (equipment, ammo, militia) just to lose more money (keep the town)...

TC is at the moment pretty much bugged (failed takeovers, crazy timers, reward not appearing). I reported few bugs already, but still there are more that need to be fixed and I'm not sure why they occur.

Changes that I would suggest are:
1) disable completely "feature" of making town belonging to "Unknown" when a member of controlling faction kills controller. By that "feature", small gangs will have a problem to join new members, because any of them can kill controller while the rest of them is away, thus losing control. Personally, I was always against this "feature", from the very start, as it soon started causing problems, stupid exploits and bugs,
2) introduce an option of adding "allied" faction in towns other than Modoc. The feature is implemented already, but for some strange reason, only in Modoc. I tested it before, seemed to work nicely, but because of no militia in Modoc now, it's totally useless currently.

Also, there is no need to replace NPC controller with terminal, as he respawns frequently.

Izual:
Kilgore/Lordus, about B) suggestion:


--- Quote ---BHH/Rogues could hold Broken Hills and Redding and they are de facto same team (almost same personal substrate).
--- End quote ---
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.

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