Other > Suggestions
Another protected town in the north
Colombo:
That is reason, why you should give players something, that they can't simply obtain by different behaving.
Radman2307:
--- Quote from: avv on April 26, 2011, 07:48:48 PM ---Still not encouraged enough. Since the town controlling players had enough stuff already, they might aswell shoot the visitors for lulz since it's all the same whether or not they get some crap in the tc box. Player never really needed anything, so they just did what they wanted. Besides, those visitors could be scouts, pks and whatever harmdoers that were more dangerous back in those days since there was no militia.
The fact is that mechanics simply don't favour upholding a society.
--- End quote ---
Not being funny Avv but if thats the case then the mechanics need changing to support player cooperation (to an extent) just because a gang can bully its way into a town does not mean they should restrict it for everyone else who wishes to visit simply because 'they can.'
In my line of work we call those types of people ''Arse holes''
Wichura:
--- Quote from: Eternauta on April 26, 2011, 04:47:46 PM ---Well, what to say,I just certainly hope we never see that again :S
--- End quote ---
If I remember correctly, you will be able to buy one mutant mercenary per 9/10 CH character. Or two human mercs, or three dogs, whatever. Point is - if you want to secure your hideout with few muties, you're gonna need few "trolololeaders" to keep them in your "faction". This is how it works now, high CH 1lvl alt is perfect janitor. You set up mercs to kill anyone who's not member of faction and can sleep calm.
--- Quote from: Badger on April 26, 2011, 04:52:13 PM ---Well we won't if all followers won't attack without being told to. Auto attack mercs seem a bit too useful, and I love followers in general.
--- End quote ---
How do you get rid of unwanted member from your faction/base, for example thief, retard or trolololoassholio? Now you can set him as enemy in terminal, auto-attacking mercs will do the job. Sounds pretty useful for me.
Swinglinered:
Have different types and levels of guardedness.
The guards in guarded towns seems to have super high competence, perhaps the North Towns will have just a small force equipped from the towns' meager resources.
They may concentrate on protecting citizens and those who help the town through trade and donations.
(Must be Liked or better to be protected, for what it's worth.)
Perhaps players could gift the unguarded towns with freed slaves (except Den) and mercs.
Maybe help the unguarded towns pay for [non-uber] militia.
Sort of like how in TC militia could be bought, but these are NORMAL NPC guards, with regular stats, equipment, etc.
They just act like normal guards, and have no allegiance to a controlling gang. They would be of the same type as NPCs found in the respective areas, with the same gear. No laser rifles, rocket launchers, etc.
(Unless such items are given as gifts. This would not give the skill to use them, though.)
Also maybe these guards will expire if the payment account is depleted, so a reasonable amount would have to be donated now and then.)
Cryofluid:
--- Quote from: Lexx on April 26, 2011, 01:21:20 PM ---As far as I can see, people say "guarded town == no pvp in there" ... which I find wrong. Just because there are guards, it doesn't mean there can't be any pvp. I'll guess people don't do any real pvp in there, because of two reasons:
1. Reinforcements in some towns are too heavy and
2. Chance to lose items is a lot higher, because you have to pwn NPC guards before you can pwn bluesuits.
At 1: Towns like Klamath or Modoc would have far less reinforcements than the NCR or Adytum, so it wouldn't be a that big deal. If you can take out the guards in the map, you might as well be able to take out the reinforcement troops.
At 2: Well, yeah.
In any case, just because a town has guards, it doesn't mean you aren't allowed to fight in there. If you can take it up with the NPCs, fine... Hell, nobody (Devs + Game Masters) would care, if now a big playergroup enters the NCR and starts taking out the guards and "takes over" the town in some kind of way. As long as no cheats / guard ai abuse (like blocking in doors) is done, nothing speaks against it. If we would want to have no players fight in these locations, we would simply set them to "no pvp" and you couldn't activate combat anymore.
--- End quote ---
And I hope you will never change it.
That's one of the reason I hate Fallen Earth => in non-pvp towns you can't even touch anynone => you pass through like ghosts => ABOSULTELY NO DANGER (btw another bad point of this game is that when you die, you don't lose your stuff, wasteland is soft in Fallen Earth )
- weakly protected areas/ average protected areas and strong protected areas is a really good point of Fonline 2238.
=> doing some talkings in such places is fun because you feel a bit safe but you are not completly safe => everything can happen (unlike crawling ghosts Fallen Earth 's cities)
BUT, as Crazy said, when exceptional events happen (such as the strike of NCR with many pvp gangs alliance one year ago) you should tell your GM not to intervene in such a harsh way: they spawned invicible BOS soldiers to stop the attack.
I understand such attacks have to remain exceptionnal but please when they happen, let it be.
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