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Author Topic: Tc suggestion  (Read 1837 times)

spike allen

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Tc suggestion
« on: January 29, 2011, 08:51:11 pm »

My suggestion is simple:

1.Nerf the milita but...
2.Make them more numerous but...
3.Make them defend the city on the WM....


In my idea enemy gangs would encounter milita on the world map as approaching the town (the yellow area). In my opinion it would be more fun than usual slaughter, also the patrols could notify the faction of all encounters. This would prevent bluesuit rushes and make the attacks more organised also players would have some time to prepare the defence of the town because it would be protected with weaker millitia.
Is it possible to do this?

Sorry for all the errors and typos.
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Spotty

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Re: Tc suggestion
« Reply #1 on: January 29, 2011, 09:17:49 pm »

omg omg omg. you start play yesterday and wanna change game?

cool story bro
This is your first post and you use it to troll. Please just get lost if you dont have anything better to contribute.

IMO militia patrolling town squares makes sense. Pretty much all the towns has patrols. A controlling gang could easily tell the mayor or whatever to dispatch patrols around the town which could be used like VC patrols. Same faction as players from controlling gang and will help in combat. A controlling gang member could find a patrol and camp there much like a PK trap forcing any incoming players headed to town into that encounter. Sure, against an attacking army the patrol would easily lose but if a player was with them he would be able to scream on mumble that the enemy is coming.
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spike allen

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Re: Tc suggestion
« Reply #2 on: January 29, 2011, 09:22:39 pm »

omg omg omg. you start play yesterday and wanna change game?

cool story bro
well i started some time ago like 3 months or so. Dont say its long but not yesterday:)
And one more thing, this is a beta, we are here to test and suggest, it only makes sense when you contribute.
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Eternauta

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Re: Tc suggestion
« Reply #3 on: January 29, 2011, 09:31:25 pm »

Yes, +1. Patrolling militia is the coolest part of the suggestion.

A controlling gang member could find a patrol and camp there much like a PK trap forcing any incoming players headed to town into that encounter. Sure, against an attacking army the patrol would easily lose but if a player was with them he would be able to scream on mumble that the enemy is coming.

But apart from that, this would be cool (if it can be coded):

-controlling faction member talks to the town mayor, uses a new dialogue option like "I want to set a radio frequency for patrols" and then uses "Say" option and indicates the radio channel.

-some player falls into "inserttownnamehere militia patrol" encounter and attacks the NPC militia.

-a distress signal is sent "by the NPCs" from that encounter.
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Michaelh139

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Re: Tc suggestion
« Reply #4 on: January 29, 2011, 09:33:04 pm »

Whats to stop the player from just Leaving the encuonter?  This patrol thing seems a bit useless so far.
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avv

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Re: Tc suggestion
« Reply #5 on: January 29, 2011, 09:39:46 pm »

Whats to stop the player from just Leaving the encuonter?  This patrol thing seems a bit useless so far.

It could be special kind of map where there's only one exit and it's past the militia.
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Eternauta

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Re: Tc suggestion
« Reply #6 on: January 29, 2011, 09:48:12 pm »

Whats to stop the player from just Leaving the encuonter?  This patrol thing seems a bit useless so far.

Patrols would not stop people who do not seem dangerous. Remember that in the Wasteland, it is common to travel with an armor, a weapon, and in a group. So a group of armed people might be simply some guys who wanna trade, nothing out of the ordinary. Towns need to trade to survive.

Controlling factions might input a list of enemy character names. If milita patrols find any of them, they attack and send distress call. Yeah, the list would be fucking long, but think of it this way: the faction who controls the town would not just take it and get the income, they would need to organize town defense. And yeah, I know alts never change, but spies exist in real life as well. The system shouldn't be perfect either.
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spike allen

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Re: Tc suggestion
« Reply #7 on: January 30, 2011, 04:53:10 am »

Yeah input the names of enemies cool but my idea was that militia shares enemies with a  faction. Michaelh139 does militia stops now any tc? Only slow it down, my idea is the same but different realisation, just imagine gang XXX on mumble or irc screaming: "we have been discovered retreat:)" and patrol gives the coords on the radio to the faction or even sends distress. Still i dont know how flexible is the enc tool in fonline in f1&2 it wasn't very elastic as i remember it.
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Re: Tc suggestion
« Reply #8 on: January 30, 2011, 05:22:08 am »

How exactly would enemy players not dodge these encounters unless it takes a shit ton of outdoorsman to dodge? Even then the problem will be bypassed by someone having a leader/outdoorsman alt.
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Michaelh139

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Re: Tc suggestion
« Reply #9 on: January 30, 2011, 09:13:36 am »

How exactly would enemy players not dodge these encounters unless it takes a shit ton of outdoorsman to dodge? Even then the problem will be bypassed by someone having a leader/outdoorsman alt.
or a car.. which they all have, 95% to dodge encounter.
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Re: Tc suggestion
« Reply #10 on: January 30, 2011, 09:21:30 am »

try to imagine those hundreds turn based encounters near each town.
Re: Tc suggestion
« Reply #11 on: January 30, 2011, 04:09:55 pm »

As was stated. Militia would not be able to recognize enemy or ally. And any encounter is easily avoidable though anoying. This would make cities even more dead.
-1
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Lexx

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Re: Tc suggestion
« Reply #12 on: January 31, 2011, 12:43:31 am »

we are here to test and suggest, it only makes sense when you contribute.

Reasonable posts, yes. Your post was not reasonable, so it has been junked now. Read the forum rules for more information about this issue.
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