Other > Suggestions

PvE Improvement!

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melcma:

--- Quote from: Slaver Snipe on May 28, 2011, 01:48:06 AM ---Eh i especially dislike #2 with a 100k reward, you die? Your friends hold their ground until you come back grab your stuff and push a little farther, the only way i could see it work is if it spawned in a "dungeon" location where radio's do not work for calling reinforcements otherwise it would just be rather easy to farm. I do like the idea about bases being attacked but then again that will probably be avoided by having 10-20 mercs sitting where the enemies would spawn.

--- End quote ---

Good point, it can be avoided with 24hrs cooldown. If u enter to base, you get 24 hours cooldown, so u cant enter again after death.


--- Quote from: Astarot on May 29, 2011, 07:56:30 AM ---Mercs leaders alt = Lots of mercs in your base = Useless Idea.

--- End quote ---

Well, number of spawned npcs will be based mercenaries and players currently ingame. So lets say, 10 member faction, with 3 offline alts which brings 5 muties each and 4 people tagged as "friends" in terminal

10 + 3 + 5*3/2 (rounded up) + 4 ~= 25 muties

Informations about number of muties will be calculated twice, once in begin of event, and second, in begin of invasion and pick up higher to avoid leave from faction and pwn 1 mutie.


It can be abused by logout from game, stay a second and all log in and pwn 1 mutie. But it can be avoided by script generating 1 mutie per 1 logging char.
For example, event begins, 5 chars stay at base, 5 muties spawn, and the other 5 chars and 5 mercs log in to the game or enter to base. Now spawns additional 8 (5+5/2) muties to avoid that.


I'm not sure that's clear, so I'll make examples.


Faction/gang/klan X. 10 registered members, 3 friends in database, 3 of them are charisma based chars with 5 mercenaries. Number of mercenaries and people able to see base saved.
Event appears, you have 3 days to prepare for battle. After 3 days time is up, 5 mins to attack.

a) They leave faction, only 1 guy with no mercenaries, but it doesn't work. Script chooses nr of people from 3 days ago. So it will not help.
b) They bring friends or multi logging with proxy, just additional people that were not registered for script. They come to base, but script protect from that, and generate additional 1 enemy for 1 character and 1 enemy for every 2 mercenaries/slaves that come to base.
c) They invite more people to faction, pay for it, alts or whatever. Now there is 20 characters, and 15 mercenaries ready to battle in the base. It also won't help so much, cause now script don't takes informations from 3 days ago, but from actual time, so 20 + 15/2 = 28 enemies.

Johnnybravo:

--- Quote ---4. Bases attack

You see a sign "Your base will be attacked in 2 days". What's that? Check the faction terminal: "Raiders/Unity/whateverelse scouts spotted your base. Prepare for invasion!".
Bigger base - more chances to be attacked. The Cave - 2% (cooldown 1 month), Gasstation, Trapper Camp, Depot Base, Scrapheap - 5% (cooldown 3 weeks), Outpost - 15% (Cooldown 2 weeks), Bunkier - 25% (Cooldown 1 week). After time, 5-25 muties/raiders spawn like players and start to run into base, killing all on their way. If they kill all/touch terminal, base is lost.

--- End quote ---

This made me actually wonder.
It sounds cool and it is cool indeed, however...

If you do not attempt to save the base what woukd be the penalty? As it's now, not many guys are checking terminals, and there are plethora of bases owned by one guy, and those deserve to be "raped".
This might have quite a potentional as the bases obviously have some defenses, yet there is no action going on in there. However time restrictions and lack of any useful user interface in the game makes me wonder how'd you turn it into fun and not a nussiance or even an disaster.

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