Other > Suggestions
Town Control
avv:
Yes something like this should be made.
The thing with raiders is: they can raid but cannot be raided. Offense is the best defense so the raiders would be untouchable and thus hold the upper hand.
kttdestroyer:
Well, acually, i think that raiders always hold an upper hand. The only thing that the faction that defends town gets is support of locals (players, like now in WWP, which is not much acually). But in most situation, the raiders always hold upper hand, in history and such. It was always harder to create a society, build a town, then to destroy it. Even as example can be given a body guard and a killer, the body guard has to protect his client, and the killer doesint care.
avv:
--- Quote from: kttdestroyer on January 22, 2011, 07:36:40 PM ---Well, acually, i think that raiders always hold an upper hand. The only thing that the faction that defends town gets is support of locals (players, like now in WWP, which is not much acually). But in most situation, the raiders always hold upper hand, in history and such. It was always harder to create a society, build a town, then to destroy it. Even as example can be given a body guard and a killer, the body guard has to protect his client, and the killer doesint care.
--- End quote ---
In fonline the raiders have even bigger benefit because they can do harm when the real defenders aren't even there (midnight, worktime).
In real world there is always way to find out who the raiders are and where they live and then storm them. But in fonline they live in their unreachable base and can prepare as long as they want and choose the precise moment to strike.
So to get this kind of investment system work, the raiders must be either encouraged to attack when the defenders are present and discouraged when the players aren't there. Or there must be a way to strike back against the raiders. Or both.
kttdestroyer:
Yes, well, current TC system is acually facing very simillar problems. I personally, dont have anything against set TC hours (like in the old days).
Anyways, one way, to allow the defenders to strike back:
The Raiders enter city
Kill the NPC they want to rob
A reward is put into the Raiders base
The faction that was in control of the town, now sees the raider base for 16 hours.
They can attack the raider base and try to get back what was stolen from them.
If the 16 hours pass, and the Defending faction dont manage to get back the loot from raider base, the loot turns into caps for the raiders.
Well, i dont like it 100%, but its an alternative.
Either way, i think what is porpose of this Idea about Raider/Defenders, is that, to not to destroy the defenders vision to hold the town (like we have now in the game world).
Also, this could be altered, that to take control of town, it requires more then just 5 people. I would suggest some starting money too, like 10k. To discourage gangs from taking town, if they just take it for "lolz" or money.
The other thing is, that a Raid is not end of the world, if it shows too good for raiders and too bad for defenders, one could possible set a limit of lootable NPCs per hour/30 min or something.
And the thing about the attacks at night, Devs tried to get around this with setting this hours of when people can TC. Its very hard thing to deal with this in a reasonable way. But yeah, that is one idea. To have set hours for TC.
Maybe, also, there would be a multiplicator, which would deliver its multiplication number from amount of players online. For exemple, if you kill a NPC to raid loot defenders money at night, when 50 people are online, you will get a penalty. If there are 250 people online, you will get a bonus (both in amount of money, and in amount of time it takes for NPC to respawn as both should be connected).
With/Without the Raider/Defender system, it could be possible to discuarege town taking at night by making the amount of bribe (if it would cost to take the town) also depend on amount of players avalible on the server (or amount of players needed to take the town, would grow when low amount of players online). Ofcourse the amout of players calculation should by dynamic, an idea would be to make a check for amount of players online every day automaticly, and store it in a file, then let it automaticly count out the average - highest - lowest and go from that to decide what bonus / penalties should there be, possible counting out % of the highest.
avv:
--- Quote from: kttdestroyer on January 26, 2011, 01:56:53 AM ---The Raiders enter city
Kill the NPC they want to rob
A reward is put into the Raiders base
The faction that was in control of the town, now sees the raider base for 16 hours.
They can attack the raider base and try to get back what was stolen from them.
If the 16 hours pass, and the Defending faction dont manage to get back the loot from raider base, the loot turns into caps for the raiders.
--- End quote ---
What's stopping the raiders from picking the loot from that locker and carrying it away? Or should the locker just stay locked till 16h and winner gets the price?
--- Quote ---Well, i dont like it 100%, but its an alternative.
--- End quote ---
It has holes, like night time capping. Better think of something else. How about this: after the raid, the loot doesn't yet exist in material world. It is stored in server's memory. Everyone who participated the raid are wanted by the town for x ammount of time. The faction guarding the town has automatically the right to hunt them down. They can also accept other players to do it after checking their status. Then we just have to find some cool tracking feature to track those raiders. If the raider is killed the bounty hunt is partially succesful and his faction loses wealth from the loot stored in the server's memory. Part of the stolen loot is returned and bonus is also paid. Once the time passes, the loot is given to the raider faction's locker somewhere.
All that's lacking is some sort of tracking system. How to catch a dude on the worldmap, or logged out?
--- Quote ---Also, this could be altered, that to take control of town, it requires more then just 5 people. I would suggest some starting money too, like 10k. To discourage gangs from taking town, if they just take it for "lolz" or money.
--- End quote ---
Yeh it could help a little. A gang has to know that it can hold the town long enough to actually profit. Then again, with current capflow, people would still cap just for the lolz even if it took 10k and never made profit.
--- Quote from: kttdestroyer on January 26, 2011, 01:56:53 AM ---Maybe, also, there would be a multiplicator, which would deliver its multiplication number from amount of players online. For exemple, if you kill a NPC to raid loot defenders money at night, when 50 people are online, you will get a penalty. If there are 250 people online, you will get a bonus (both in amount of money, and in amount of time it takes for NPC to respawn as both should be connected).
--- End quote ---
Dude this might be it. Multipliers based on players online could be actually utilized in many other purposes too.
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