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Author Topic: System of morality for militia in Town Control  (Read 2473 times)

Graf

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System of morality for militia in Town Control
« on: January 21, 2011, 11:08:29 am »

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.
« Last Edit: February 08, 2011, 09:47:43 am by Graf »
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avv

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Re: System of morality for militia in Town Control
« Reply #1 on: January 21, 2011, 12:14:38 pm »

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.
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wezu

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Re: System of morality for militia in Town Control
« Reply #2 on: January 21, 2011, 12:23:01 pm »

Make an alt, get killed by militia, repeat.
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Graf

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Re: System of morality for militia in Town Control
« Reply #3 on: January 21, 2011, 12:28:51 pm »

Make an alt, get killed by militia, repeat.
Ok. To prevent this, you should kill a high level enemy which isn't in faction controlling city to gain a morality.
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arathhunter

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Re: System of morality for militia in Town Control
« Reply #4 on: January 21, 2011, 01:31:00 pm »

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

 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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Graf

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Re: System of morality for militia in Town Control
« Reply #5 on: January 21, 2011, 01:51:53 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.
I thought about that and don't know how to resist that yet. Any ideas?
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Sarakin

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Re: System of morality for militia in Town Control
« Reply #6 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)
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Graf

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Re: System of morality for militia in Town Control
« Reply #7 on: January 21, 2011, 03:28:20 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)
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

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Re: System of morality for militia in Town Control
« Reply #8 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.)        
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Graf

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Re: System of morality for militia in Town Control
« Reply #9 on: January 21, 2011, 03:39:56 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.)        
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.
« Last Edit: January 21, 2011, 03:47:08 pm by Graf »
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Sarakin

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Re: System of morality for militia in Town Control
« Reply #10 on: January 21, 2011, 04:22:31 pm »

This suggestion would be good if there was bigger competition in PvP. Meaning more gangs with less players, so raids would occur more often. You surely remember this season, when the hegemony of one gang continued for more than a weak for both CS and Rogues. 
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Re: System of morality for militia in Town Control
« Reply #11 on: January 21, 2011, 08:05:08 pm »

I would include some element that seems crucial for me.

If a city npc is hurt or killed (like Aldo in Klamath, or Grisham in Modoc), then the morality would go deeply down.
(the faction is unable to protect the citizen)

If the faction kill any city's npc, it will lose the city.



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Graf

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Re: System of morality for militia in Town Control
« Reply #12 on: January 21, 2011, 09:44:31 pm »

I would include some element that seems crucial for me.

If a city npc is hurt or killed (like Aldo in Klamath, or Grisham in Modoc), then the morality would go deeply down.
(the faction is unable to protect the citizen)

If the faction kill any city's npc, it will lose the city.
Town leader is an NPC too, so killing them should affect morality but loosing control over the town is a bit too harshly.
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Re: System of morality for militia in Town Control
« Reply #13 on: January 22, 2011, 03:46:42 pm »

Anyway, it seems important to consider the city own npc, as you are here to protect the city.

If you let these citizens got hurt, or killed, it is a low protection.
If you hurt or kill them by mistake (bursting someone else, or doing an "oops"), you, somehow, miss your purpose, and your ability to protect it is deeply questionable.
If you kill them on purpose, your faction should lost control and being kicked out. (as you do the exact oposite of what you are supposed to do)
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Graf

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Re: System of morality for militia in Town Control
« Reply #14 on: January 22, 2011, 04:10:44 pm »

If you let these citizens got hurt, or killed, it is a low protection.
Sometimes people have a bad karma with some towns (one of my alts had -16000 after attacking the Hub) and to protect themselves they have to kill citizens again. I agree with your points, but this one should be changed somehow, to except abusing this feature by coming to unguarded by militia area and killing defenseless citizens causing loosing control over the town of controlling faction. IMHO, this rule should be omitted.

If you hurt or kill them by mistake (bursting someone else, or doing an "oops"), you, somehow, miss your purpose, and your ability to protect it is deeply questionable.
If you kill them on purpose, your faction should lost control and being kicked out. (as you do the exact oposite of what you are supposed to do)
Yeah, these points is already added to a first post.
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