Other > Suggestions

System of morality for militia in Town Control

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Graf:
Since we had a lot of discussions around here about how powerful militia is now and no one suggested anything to fix it, I've decided to make a suggestion that could be helpful.
The idea is simple: militia should have a "morality level" parameter. When the faction is starting to control a city, the morality default level is 100
      
The morality level have an influence to the situation in a town this way:



How to decrease a morality level?
If during 1 hour the town were attacked by someone who managed to kill some militia, then for each guard killed morality is dropped by 5 points.
If the member of faction controlling town is killing militia by himself, then morality is dropped by 20 for each militia killed.
If the member of faction controlling town hurt a town NPC, then morality is decreased by 1 point for each NPC. If he killed an NPC - morality level is decreased by 2 points for each NPC.

How to increase a morality level?         
If the town were attacked by someone and militia has killed attackers, then morality is increased by 1 for each attacker killed. (while maximum points that they can get equals 10 per hour)
If the faction is controlling more than one city simultaneously, then morality is increased by 1 for each controlled city each hour. So the faction controlling 6 cities gains 6 points to morality.
If the member of faction controlling town are making quests given by the city NPC's then morality is increased by some value (between 1 and 10), depending on the difficulty of quest.
If the town wasn't attacked by anyone during a hour, then morality level is increased some value depending on popularity of city in Town Control:

Klamath - 3 points per hour
The Den - 3 points per hour
Modoc - 5 points per hour
Gecko - 5 points per hour
Redding - 10 points per hour
Broken Hills - 10 points per hour

Please feel free to leave reasonable comments.

avv:
Current setting is this: caps give you infinite power.
There's nothing wrong with militia with that setting because you pay to hire militia, you receive power. It's just that the whole setting of caps = infinite power is very bad for gameplay.

What comes to your suggestion, it would encourage late night raids to prevent controlling faction players from defending.

wezu:
Make an alt, get killed by militia, repeat.

Graf:

--- Quote from: wezu on January 21, 2011, 12:23:01 PM ---Make an alt, get killed by militia, repeat.

--- End quote ---
Ok. To prevent this, you should kill a high level enemy which isn't in faction controlling city to gain a morality.

arathhunter:
This also seems that people could just Set up Mercs at the Entrances to kill everyone who entered and defend it for a while till morality is very high, then they all could have just virtually indefinetly take the town if they hire a crap load of militia, which in that case if people start relizeing that, they'd be TCing as fast as they can before the current Faction has bolstered the pretty powerful defences, so towns would be TC'd almost constantly and smaller factions would never have a chance to gain the towns even less then before. also.

--- Quote from: Graf on January 21, 2011, 12:28:51 PM ---Ok. To prevent this, you should kill a high level enemy which isn't in faction controlling city to gain a morality.

--- End quote ---

 a faction with just 30,000 caps or already have a alt base would just join the other base's faction and just do what Wezu said.

i did like the bit about moral and if its low enough that you can't buy any more milita for awhile, maybe stop the killing of militia that were randomized with crappy weapons or HP or Skins they dident like for room of better militia.
then again, whats to stop Bigger Factions from just spamming mercs at the entrances of towns? melee mercs dont need ammo (unless useing Powerfist or Ripper) to kill and could just be left there, actually, i'm surprized they havent yet. private town and all that then, till some leader character comes in with mutants with Chainguns and the sort.

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