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Author Topic: Another protected town in the north  (Read 15211 times)

Eternauta

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Re: Another protected town in the north
« Reply #60 on: April 26, 2011, 04:47:46 pm »

You remind me myself from like year ago. Same lines about PvP-apes and shit, same rage, pure fury and holy enthusiasm to make game world a better place to live in.

(...)

(didn't copy your whole text not because of sarcasm or anything but because I don't want this comment to be a huge wall of text in which only a small part is mine)

You might be right, we'll have to see how my opinions change in the future. I admit it has changed a bit. Anyway, I kinda liked that part of the comment, felt there was a nice attitute in it :) just wanted to say that.

edit: btw I was not raging. I used the capital letters to sarcastically quote Nice_Boat's opinions.

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:>We have trains here (that's what I've heard, never used any) - "lulz trainz everywhere, it's Transport Tycoon!!11". Cars - "zOMFG carmageddon!111". Big guns - "onoz, quake pwnz0rs!!1". Dude, stop. Casinos were in F1 (Gizmo's one), F2 (New Reno's), there is many gambling machines all around. What's wrong with them? Right, there is no use for Gambling skill so far, but I'm patient and wait for some nice implementation. I've never had Gambling alt yet.

No, no, don't get me wrong. I am not against working casinos and gabling for 2238 in general. I just don't want that to become a very important aspect of the game (which is imo the case in NV, where gambling one of the things that identifies it the most). See, trains and cars are there in 2238 but they don't "define" the game.

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New merc system would cause more 9/10 CH alts added to bases to keep security mercs "on" them. Dunno about PvP fights, more proxies maybe? :>

Well, what to say,I just certainly hope we never see that again :S
« Last Edit: April 26, 2011, 04:50:15 pm by Eternauta »
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Re: Another protected town in the north
« Reply #61 on: April 26, 2011, 04:52:13 pm »

Well, what to say,I just certainly hope we never see that again :S

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.
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avv

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Re: Another protected town in the north
« Reply #62 on: April 26, 2011, 06:04:54 pm »

It was like that and it didn't work

Care to be more specific? I know nothing of it but if it didn't work then it only means not killing visitors wasn't encouraged enough.
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Re: Another protected town in the north
« Reply #63 on: April 26, 2011, 06:37:33 pm »

Care to be more specific? I know nothing of it but if it didn't work then it only means not killing visitors wasn't encouraged enough.

Lol I wrote about it in earlier post in this thread. An ammount of stuff being traded in the town was transfered to TC box. I can remember all sorts of things appearing there: weapons ammo armors.. it was probably a lot more that what you are suggesting (some small part of caps ammount per deal) but it didn't encourage us to stop killing anybody. Also, the fact that people were being repeatedly killed in towns captured by us (BBS in that time), didn't discourage them from coming back there. It was like that throughout whole 2nd session, which is considered by many as the most interesting one, with a lot of people playing the game. You could go to any northern town and at any given time there was somebody to meet/shoot/talk to/kill bla bla. Also, there were multiple attempts to make towns player-driven, by Orphans in Den, VSB in Modoc, Regulators in Klamath.

avv

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Re: Another protected town in the north
« Reply #64 on: April 26, 2011, 07:48:48 pm »

Lol I wrote about it in earlier post in this thread. An ammount of stuff being traded in the town was transfered to TC box. I can remember all sorts of things appearing there: weapons ammo armors.. it was probably a lot more that what you are suggesting (some small part of caps ammount per deal) but it didn't encourage us to stop killing anybody. Also, the fact that people were being repeatedly killed in towns captured by us (BBS in that time), didn't discourage them from coming back there. It was like that throughout whole 2nd session, which is considered by many as the most interesting one, with a lot of people playing the game. You could go to any northern town and at any given time there was somebody to meet/shoot/talk to/kill bla bla. Also, there were multiple attempts to make towns player-driven, by Orphans in Den, VSB in Modoc, Regulators in Klamath.

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.
« Last Edit: April 26, 2011, 08:37:47 pm by avv »
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Another protected town in the north
« Reply #65 on: April 26, 2011, 07:51:04 pm »

That is reason, why you should give players something, that they can't simply obtain by different behaving.
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Re: Another protected town in the north
« Reply #66 on: April 26, 2011, 08:05:23 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.





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''
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Wichura

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Re: Another protected town in the north
« Reply #67 on: April 26, 2011, 08:57:15 pm »

Well, what to say,I just certainly hope we never see that again :S
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.
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.
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.
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Re: Another protected town in the north
« Reply #68 on: April 27, 2011, 05:43:07 am »

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.)
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Re: Another protected town in the north
« Reply #69 on: April 27, 2011, 02:28:50 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.

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.

http://www.fallout-3.com/w/images/9/92/Screen20032010020545.jpg

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Lexx

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Re: Another protected town in the north
« Reply #70 on: April 27, 2011, 02:44:38 pm »

We will talk about it with the GMs, so they don't interrupt this anymore. Exception obviously is, if guard / ai abuse is in progress.
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Eternauta

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Re: Another protected town in the north
« Reply #71 on: May 14, 2011, 08:53:32 am »

About Avv's suggestion. If a player comes to a town protected by a player driven faction and trades with the NPCs, the protectors might not only get some stuff or caps in the TC box, but it could also be the only source of militia: the logic would be that the town, under the protection of that gang, can trade well and develop, so it encourages the locals to support the gang.

I think this way, when a player driven faction is protecting a town they would tend not to kill visitors for the lulz, but to try to keep it safe, as it would give them caps/items, maybe less than if they kill the visitors of course, but it would also give them more militia, which means keeping the town (and the income) for a longer period of time.
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vedaras

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Re: Another protected town in the north
« Reply #72 on: May 14, 2011, 11:44:57 am »

About Avv's suggestion. If a player comes to a town protected by a player driven faction and trades with the NPCs, the protectors might not only get some stuff or caps in the TC box, but it could also be the only source of militia: the logic would be that the town, under the protection of that gang, can trade well and develop, so it encourages the locals to support the gang.

I think this way, when a player driven faction is protecting a town they would tend not to kill visitors for the lulz, but to try to keep it safe, as it would give them caps/items, maybe less than if they kill the visitors of course, but it would also give them more militia, which means keeping the town (and the income) for a longer period of time.

this would result in gang trading themselves to grow up militia. If something can be abused to gain advantage in game it will be, so the advantage must be taken very carefully :)

avv

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Re: Another protected town in the north
« Reply #73 on: May 14, 2011, 12:39:17 pm »

this would result in gang trading themselves to grow up militia. If something can be abused to gain advantage in game it will be, so the advantage must be taken very carefully :)

Yes this is true. The town and gang shouldn't get some sort of reputation or customer points per each new visitor. It has to be caps and stuff, that way it's not abusable by making customer-alts because then the same stuff just went round and round without profit.
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Perteks

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Re: Another protected town in the north
« Reply #74 on: May 14, 2011, 12:43:46 pm »

And probably gaining militia from that way didnt say it must be better militia than now.
I suggest if that will be in live, max militia to bought maybe will 1/2 of max count what is now and rest from trades etc.
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