Other > Suggestions
System of morality for militia in Town Control
Graf:
--- Quote from: arathhunter on January 21, 2011, 01:31:00 PM ---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.
--- End quote ---
I thought about that and don't know how to resist that yet. Any ideas?
Sarakin:
It has flaws as was already mentioned. Also in 30h, you will get OP militia that cant be get rid off if any allied troops are inside the city. (remember some cities were untouched for several days, because no one was intersted/felt powerful to take the town)
Graf:
--- Quote from: Sarakin on January 21, 2011, 02:01:19 PM ---It has flaws as was already mentioned. Also in 30h, you will get OP militia that cant be get rid off if any allied troops are inside the city. (remember some cities were untouched for several days, because no one was intersted/felt powerful to take the town)
--- End quote ---
I agree with that and I think that there should be difference between towns, depending on their popularity in TC. For example, if no one attacks:
Klamath, it only gains 1 point to morality
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
OskaRus:
This scaling wount fix anything. It will just make game more imballanced. Strong gets stronger.
And those restrictions are only mere inconvinience.
- If during 1 hour the town were attacked by someone who managed to kill some militia, then for each guard killed moral is dropped by 5 points. (this one i like. It would make raids valid measure)
- If the member of faction controlling town is killing militia by himself, then moral is dropped by 20 for each militia killed. (Can be easily bypassed by non-faction alts)
- If the town wasn't attacked by anyone during a hour, then moral level is increased by 10 (maybe the amount should be decreased a bit, but raids can be done often.)
- If the town were attacked by someone and militia killed attackers, then moral is increased by 5 for each attacker killed. (highly abusable by non-faction alts. I suggest omitting this rule at all.)
Graf:
--- Quote from: OskaRus on January 21, 2011, 03:31:36 PM ---This scaling wount fix anything. It will just make game more imballanced. Strong gets stronger.
And those restrictions are only mere inconvinience.
- If during 1 hour the town were attacked by someone who managed to kill some militia, then for each guard killed moral is dropped by 5 points. (this one i like. It would make raids valid measure)
- If the member of faction controlling town is killing militia by himself, then moral is dropped by 20 for each militia killed. (Can be easily bypassed by non-faction alts)
- If the town wasn't attacked by anyone during a hour, then moral level is increased by 10 (maybe the amount should be decreased a bit, but raids can be done often.)
- If the town were attacked by someone and militia killed attackers, then moral is increased by 5 for each attacker killed. (highly abusable by non-faction alts. I suggest omitting this rule at all.)
--- End quote ---
Looks like a very reasonable comments to me. Thank you.
But, there should be some more ways to increase morality level, otherwise city will be defenseless in a few hours.
Maybe, something like that could help:
- If the faction controlling town, also controlling another town, then morality is increased by 1 for each controlling city each hour. So if faction is controlling 6 cities, then morality is increased by 6 each hour.
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