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.(...)
:>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.
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
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.
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.
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.
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 and2. 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.
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