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Author Topic: Remove or Nerf militia please!  (Read 3257 times)

Marko69

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Remove or Nerf militia please!
« on: August 24, 2011, 01:10:45 pm »

It makes no sense, militia got from around 300-500 hp and a sniper perk, or a lot of critical chance, it's unfair against player level and characters, makes town fights all shitty and unbalanced. It's bad for gameplay. NPC:2238. I don't know what else to say.
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Re: Remove or Nerf militia please!
« Reply #1 on: August 24, 2011, 02:10:02 pm »

I think that DARK KNIGHT should be able to handle some militia or am I wrong?
Use your dark magic or sacrifice some friends...
Re: Remove or Nerf militia please!
« Reply #2 on: August 24, 2011, 02:11:53 pm »

I don't know what else to say.
Maybe nothing.
Its just a game remember. Militia makes sense, because few pvp chars cant simply blow up wkole town. Try to imagine that 1 sniper at the gate, represent 20 policemen:] We know that VC is bigger than that small area in Fonline, so we know that military forces are bigger than few guards.
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avv

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Re: Remove or Nerf militia please!
« Reply #3 on: August 24, 2011, 04:57:18 pm »

Maybe nothing.
Its just a game remember. Militia makes sense, because few pvp chars cant simply blow up wkole town. Try to imagine that 1 sniper at the gate, represent 20 policemen:] We know that VC is bigger than that small area in Fonline, so we know that military forces are bigger than few guards.

But guess what: few pvp chars can already blow up whole town by camping some small building when the defenders are sleeping. Even tsar uber 600hp militia has been wiped out in few hours when they weren't there to watch over the town.
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Johnnybravo

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Re: Remove or Nerf militia please!
« Reply #4 on: August 24, 2011, 07:19:05 pm »

Obviously militia is godsent for keepers so they have some chance to prevent their stuff being taken when nobody can play.
However it's not really good feature otherwise.
I could've imagine it done better so that you wouldn't need to roll good weapons and keep killing it, but you couldn't have militia all the day long or whatever.
Like taking huge part of city income to be managed, based on hours atcive. In hours they are not paid for there'd be only small patrol to take care of order (because killing it off completly would be quite messy). Ofcourse choosing 24/7 militia would cost 100% of city income, while 12/7 could be perhaps less than 50% to encourage making some window but not turning it off completly.

Ofcourse there're other possibly better solutions to this problem, but ideally militia should appear only in hours you can't play, and should be able to manage itself while being somewhat effective.
That means suicide killing shouldn't be possible, and you shouldn't be able to roll all-sniper crew either.
And ideally only small patrols would exist and reinforce in case of casaulties or bigger threat, so it does not play that big role in case of uninterested skirmishes.
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Re: Remove or Nerf militia please!
« Reply #5 on: August 24, 2011, 07:34:59 pm »

Sure Avv, but u have too admit that godmode militia will fight longer that 'few guys' and prevent town from trolls.
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Johnnybravo

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Re: Remove or Nerf militia please!
« Reply #6 on: August 24, 2011, 09:49:34 pm »

Sure Avv, but u have too admit that godmode militia will fight longer that 'few guys' and prevent town from trolls.
They don't even bother picking up items or whatever. It's good they don't do it, however it allows you grab some burst weapons, and just suicide burst them. If you plan it good, it's easy to make them hurt themself in crossfire as well.
Especialy when there's militia with gatling laser you might as well kill each other just using this one :d.
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avv

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Re: Remove or Nerf militia please!
« Reply #7 on: August 25, 2011, 01:46:12 pm »

Militia can't save the town from players who attack it when defenders are afk.

But militia does kick everyone's ass when defenders are present.

Imagine a situation: group of 3 + 2 proxies capture town when defenders are afk, 8 hours pass (people are sleeping and working) and they get 16 merc militia. Now the original defenders, 10 guys want their town back but get smashed by 3 players and 16 merc militia. Fair?
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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: Remove or Nerf militia please!
« Reply #8 on: August 25, 2011, 03:33:21 pm »

Maybe the return of one hour TC time for every city should be returned. ;-)
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Michaelh139

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Re: Remove or Nerf militia please!
« Reply #9 on: August 26, 2011, 01:26:34 am »

Maybe the return of one hour TC time for every city should be returned. ;-)
No!  ....  no. :P
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maszrum

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Re: Remove or Nerf militia please!
« Reply #10 on: August 26, 2011, 01:32:57 pm »

Militia is making only a problmes, everyone know that. sugestion is really simple and im pretty sure all gangs involved in TC wars will agree.. that changes its a few minutes of work for scripters

starting number of militia: 4, growing every 30 minutes
reduce maximum number of militia to 8

who need miliita in thoes days ? my gang have 8-10 - its quite large number for present times.. and we cant do anything against 20 miltians with 200-500hp - they are to strong, one guy with hunting rifle and milita cna smash all of us without any problems

a lot of changes need to be done in TC system ( new tc zones, tc time windows, rewards etc. ) but please change only this thing
« Last Edit: August 26, 2011, 01:37:03 pm by maszrum »
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Re: Remove or Nerf militia please!
« Reply #11 on: August 26, 2011, 01:37:36 pm »

Maybe reduce the militia number and improve their AI ? For example militia could remember for a short period time who attacked them and would consider the attackers hostile so that 1 hex suicide bursters can't handle the militia.
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avv

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Re: Remove or Nerf militia please!
« Reply #12 on: August 26, 2011, 10:37:04 pm »

starting number of militia: 4, growing every 30 minutes
reduce maximum number of militia to 8

This sounds good.

In addition:
Militia needs to loot people it kills and put the items in faction box.
It needs to respawn because players respawn too.
It needs to shoot enemies of faction.

There has to be a clear way to engage militia. Perhaps even a command like "~engage militia". After this the char will shout something like "We're here come get us!". To make it work, 4 guys must tag the command giver or militia will not aggro. When succesfully called, the militia will also attack all 5 guys who were involved in calling it.

It needs to kill or forcepush players that are blocking entrances, preventing militia from attacking players who did crimes.

Mercs and slaves into militia needs to go.

Randomness in gear and hitpoints needs to go.

Friendly fire with rockets and burst weapons need to be looked into. 

A new type of faction friend status is needed that is protected by militia but cannot activate militia or see the faction base.
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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: Remove or Nerf militia please!
« Reply #13 on: August 27, 2011, 11:41:16 pm »

heres my worthless opinion: before militia game was much more fun.
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Re: Remove or Nerf militia please!
« Reply #14 on: August 28, 2011, 04:07:51 am »

This sounds good.

Quote
In addition:
Militia needs to loot people it kills and put the items in faction box.
It needs to respawn because players respawn too.
It needs to shoot enemies of faction.

It should have to put things manually into faction box, unless it is something the militia can use. In which case they should keep it for themselves.

Also they need to be lootable, and you should have to keep them supplied with ammo, weapons, armor, medical supplies. This way you can upgrade militia.

Militia respawn? No, only ordinary town guards should respawn.
I understand the rationale of respawning militia- it is to keep your town safe from respawn-grinders. Also makes it way too convenient.

As for shooting faction enemies- the militia should have allegiance to town first.
Why should they be interested in your gang politics? In effect, town you control should be seeing controlling gangs partly as parasites and partly as mercenaries that "made an offer you can't refuse".
You get loot, you defend the town.

Quote
There has to be a clear way to engage militia. Perhaps even a command like "~engage militia". After this the char will shout something like "We're here come get us!". To make it work, 4 guys must tag the command giver or militia will not aggro. When succesfully called, the militia will also attack all 5 guys who were involved in calling it.

Contrived.
Better AI, flanking, taking cover, etc. would make more sense.


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It needs to kill or forcepush players that are blocking entrances, preventing militia from attacking players who did crimes.

Goes with better AI.

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Mercs and slaves into militia needs to go.

Just remove the uber-upgrade.
If it is stillin.
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Randomness in gear and hitpoints needs to go.

There should be more randomness!
It is a post-apoc militia, not a professional, well equipped army!
They should have the types of gear that people in that area would have.

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Friendly fire with rockets and burst weapons need to be looked into. 

This is carebear shit. Yes, the AI is sucky and people hit others by accident. Removing friendly fire is just more twitch-munchkin bs.

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A new type of faction friend status is needed that is protected by militia but cannot activate militia or see the faction base.

"Hey his guy is ok"? Sure.
Giving friends militia control would be odd- "this guy we know is in charge of you now"...
Still, the guy should have to make an activation donation or something. To prove some kind of allegiance.
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