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Mercs & militia are imba?

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Sarakin:
Mutants and mercs clearly have place in pvp, its the only way how to counter more numerous enemies. The thing is, that mercs are not valuable to anyone, because everyone has tons of caps. The way I see how to improve it, is by setting constant very low interest rate ( 0.5% ? ) and removing caps from TC chests - replacing them with ammo, drugs, armors, weapons as was already suggested countless times.
Recent events showed me, that removing militia would be probably the best. Maybe leaving one city with militia for RP projects.

avv:

--- Quote from: Sarakin on January 21, 2011, 02:12:01 PM ---Mutants and mercs clearly have place in pvp, its the only way how to counter more numerous enemies.
--- End quote ---

So to counter more numerous enemies, you just grind harder to afford muties. Like I said, time = power. What if those more numerous enemies start grinding even harder, how are you going to counter that?

Sarakin:
Ok I should reformulate it, its one of the ways how to counter more numerous enemies.
Its up to you how you will use caps - you can buy yourself a nice combat armor and a gun or a mutant. But loss of mutant will be the same as losing that armor and gun - and nobody likes that. Now, with infinite caps, no one cares about them, still weapons and armors have a minor value.
Avv you cant expect that a guy that plays only at weekends for several hours can be a match to nolifer. Its a MMORPG, not some instant FPS action. Besides FPS players have to grind too in a way, you wont be a pro by playing once in a year.

Lordus:

--- Quote from: Sarakin on January 21, 2011, 02:12:01 PM ---Mutants and mercs clearly have place in pvp, its the only way how to counter more numerous enemies. The thing is, that mercs are not valuable to anyone, because everyone has tons of caps. The way I see how to improve it, is by setting constant very low interest rate ( 0.5% ? ) and removing caps from TC chests - replacing them with ammo, drugs, armors, weapons as was already suggested countless times.
Recent events showed me, that removing militia would be probably the best. Maybe leaving one city with militia for RP projects.

--- End quote ---

 Problem is, that mercs is the only way how to counter more numerous enemies, but also the way, how more numerous enemies are raising their power. You cannot divide those two functions, they are here and because of this, the first one (countermeasure) is weakened by second (raising power of powerful gang). More powerfull gang with more proxies wil use more mercs to kill more enemies, there is not any economical, game mechanic reason to not using power.

 Again, there is not any chance to balance caps economy in 2238 using current mechanics. Every era there was any abuse, bug or feature that disbalanced economy. But even if there would not exist any bugs, more numerous gangs will have acces to more caps so they will be able to buy more muties and they will be more powerfull.

 It is simple math, try to imagine it in graph.

 And again, i dont have anything against merc leaders in cities, towns, if they have to control them and they cant use their artillery ability. So just freeze them for random time (15-30) seconds, so you would need clear and secured area (secured by real players, for christ), so no more instaspawn and instakills into the enemy.

avv:

--- Quote from: Sarakin on January 21, 2011, 04:13:05 PM ---Avv you cant expect that a guy that plays only at weekends for several hours can be a match to nolifer. Its a MMORPG, not some instant FPS action. Besides FPS players have to grind too in a way, you wont be a pro by playing once in a year.
--- End quote ---

I'm not expecting that. But in our case it just goes over the edge when it comes to grind power vs skill power.
Hinkley offers pretty decent "grab a gun and go" action and what I've heard about domination, it won't require much grind either.

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