Other > Closed suggestions
Town vs. Town PvP
Badger:
Alright, here's my idea.
Every few hours, members of each town's faction fight in some random location over resources/territory/hats/biscuits. Only people that are members can enter the map, to stop people ruining it. Modoc fights against some Reno thugs over cattle, that kind of thing. It's not intended to make a whole lot of sense, it's more meant to be fun and encourage people to join town factions over their own boring little private bases.
Let's say if you join a town's faction, you get your own locker, you respawn there when you die, and you get to use their crafting facilities.
At 3pm GMT, a fight is always scheduled to begin between two factions. I'm an NCR goon, so I sign up to fight. If I'm well equipped, I fight with what I have and have better chance of surviving. If I've got nothing, I get given some pretty crappy 'standard issue' that replaces my current gear and gets confiscated when the fight is over to prevent people farming.
If no players on the enemy team sign up, then it's you versus NPCs. If they do, it's Players and NPCs vs. Players and NPCs. If you win, you get xp and caps. If you lose, you lose.
That's all there is to it.
Nyan:
That's a great thing you wrote here. Also fighting in those battles could give you positive reputation to the faction you fight for.
Gunduz:
I like it. If I'm reading this correctly, what happens with TC though? If each town has a faction, then in theory that faction should be able to keep its town safe. (Except Redding, because apparently they don't know how to organize themselves with the fight between Reno, VC and NCR from F2).
Jumping off your idea, this could be an opportunity to make TC more interesting. The player faction controlling the town would have to work with those already signed up with the town's faction. Members of a town's faction are somewhat permanent. Meaning they don't leave every 24 hours when the town changes hands. They can always fight for their town and get rewarded when they win. But the player faction is much more disposable. I say that if in these battles a TC town is involved, and it loses, town control opens up. So say XXX faction controlled Modoc. At YYY time Modoc and Den have a battle. If Modoc loses, that faction loses control as well. The members of the town faction, however, lose nothing.
But we can't leave people out of this. Lets say you are an enemy of XXX faction but do not belong to Den's faction. You want to see XXX lose. So you go to Den, and you sign up as a temporary militia. There would have to be a cutoff, like you have to sign up at least 2 real hours before the battle. If you win, you would be rewarded, as well as getting the chance to take over Modoc, but lose nothing if you lose. Every day, the town fights are between different places. (Maybe even see the Enclave attacking a town if the same faction keeps it for too long?) So instead of TC simply being run to a sheriff's office and fight everyone off there could be some strategy.
Battles should, however, not be fought in the town, but in an area slightly outside of town. The defenders get a slight headstart to set up mercs, (mines if they become available) etc.
After the battle opens, members have one chance to enter. If they are killed, the area disappears to them like it does when you leave a faction. After some amount of time, whichever side has more members left (even if one side only has one man) wins. Winners are returned to town with their rewards in their inventory (locker if they are town members) and losers are left to wander the wastes (or return to their town to defend it from attackers). After the battle, the losers have 1 ingame hour before their town hears word of the failure, kicks them out as reigning player faction, and searches for a new replacement. If the losers manage to retake the town, they do the same thing again the next day and hope they win.
Oh and I think players should get a choice to be armed by the town or bring their own. If they are armed by the town, their inventory is replaced by an armor, a gun (players choose their specialty and get a low-mid quality gun of that type) and an appropriate amount of ammo. Winners should keep this, a few caps, and maybe another item as a reward for winning.
Badger:
--- Quote from: Gunduz on January 26, 2010, 01:47:01 am ---I like it. If I'm reading this correctly, what happens with TC though? If each town has a faction, then in theory that faction should be able to keep its town safe. (Except Redding, because apparently they don't know how to organize themselves with the fight between Reno, VC and NCR from F2).
--- End quote ---
Yeah, I'm going to admit I've never been too big a fan of the TC system. I'd rather this just replaced it, but I can see why the devs may not want to. Towns never struck me as the place for PvP. Maybe bar brawls and the like, but never as the centre of FOnline's PvP - too many players are accidentally involved when they don't want to be, and there's too many NPCs to get caught in the crossfire. TC towns aren't usually 'guarded', they're just 'murder when you enter because we don't know if you're an enemy' (except with the Klamath Cajuns, I must admit).
Your suggestion would force them to be useful, but if the TC factions are too involved I can see this just being VSB versus Tasty Dudes under the guise of Redding vs. Reno. I'd like for them to be separate, in order to encourage strangers to interact and cooperate when they normally wouldn't have. They have to sacrifice their exclusivity to be able to fight - with a faction you get a private base, with a town you don't but you get better PVP. There aren't many ways for FOnline players to acquaint themselves with other players outside of the forums, and this would definitely force them to cooperate.
However, I could just see factions picking their favourite towns and Klamath basically being the new BBS - but they'd be forced to be diluted by a constant influx of newcomers. Killing a fellow faction member a few times would just get you kicked out.
avv:
You're thinking of big schemes Badger. There's lots of things to implement before factions start fighting each other.
--- Quote from: Badger on January 26, 2010, 02:05:13 am ---Let's say if you join a town's faction, you get your own locker, you respawn there when you die, and you get to use their crafting facilities.
At 3pm GMT, a fight is always scheduled to begin between two factions. I'm an NCR goon, so I sign up to fight. If I'm well equipped, I fight with what I have and have better chance of surviving. If I've got nothing, I get given some pretty crappy 'standard issue' that replaces my current gear and gets confiscated when the fight is over to prevent people farming.
--- End quote ---
Sounds good. However with that standard issue gear, how about if the faction had limited storages for standard issue sets and would run out if players died too often and didn't return their issued weapons? In the end it's about victory of your faction, not some pesky assault rifles and smgs. In addition factions could have respawn points to be spent in these fights. When player is killed by enemy faction member or in the combat area, a spawn point is reduced from the common pool. Once it's depleted your faction loses this fight/war.
--- Quote from: Badger on January 26, 2010, 02:05:13 am ---Yeah, I'm going to admit I've never been too big a fan of the TC system. I'd rather this just replaced it, but I can see why the devs may not want to. Towns never struck me as the place for PvP. Maybe bar brawls and the like, but never as the centre of FOnline's PvP - too many players are accidentally involved when they don't want to be, and there's too many NPCs to get caught in the crossfire. TC towns aren't usually 'guarded', they're just 'murder when you enter because we don't know if you're an enemy' (except with the Klamath Cajuns, I must admit).
--- End quote ---
That's how it goes. It's quite irrational but there has to be some pvp grounds around. It hurts nubs alot but if they are smart, it hurts them only once. Perhaps in future we'd get some sense to the whole pvp system. Quite certainly trappers in Klamath would not allow constant murdering and body mutilation in their town, neither would the farmers in modoc.
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