Other > Suggestions

TC improvements, or how to make of Town Control something else than TDM

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Crazy:
At the moment, town control is mainly a TDM with a small reward, though the militia (that so much guys want to remove, because they only see the TDM aspect) add a bit of something else and allow winners to actually stay in the town. Though, I do think that few things should be added, to make this feature more interesting (as domination mode and new crafting locations will probably take it's place as the main battlegrounds), and it would allow to make a real difference when different gangs own a town. Some of these suggestion have been made before, but remind to dev they have been made can't be bad.


Radios

In Redding (and in BH as well), a GM spawned many radio on same channel at unreachable places everywhere in the town, which allow to spread informations and propaganda. I think it's a very good idea, and all TC towns should have those radios, automatically set on the channel of the faction controlling the town.
Second thing : militia should alert on this radio when attacked (more exactly : when one militia is killed, or radio will be spamed by bluesuits punching it). A message like « Badguy 657 is attacking the town ! Â» would appear, alerting everyone of who is attacking.


Laws

Militans are now close to mindless mercenaries, that attack only when attacked or when a member of faction owning the town attack (they should also protect the friends of the faction). But the members of controlling factions should be able to decide which laws are applied in the town by the militia, through dialogs with the mayor. Those laws would be :
Visible weapons allowed (or not)
Killing allowed (or not)
Stealing allowed (or not)
There could be also an option to make people pay a certain amount of money (decided by gang, for example 1000 caps per hour) to be protected by the militians (only if they are attacked of course, and not against member of the faction, so it's up to the wastelander to decide if they can trust them or not).


Billboard

Each TC town should have a billboard at the entrance, with written the gang controlling the city, the laws currently on, and a custom message written by owners of the town.


Militia

First, it shouldn't be possible to add mercenaries to militia, because it allow too much abusing tactics.
Second, they should loot the bodies of people they kill (only those they kill themselves), half would go in TC locker, the other half in the merchants of the town stocks, decided randomly (because if you kill someone using militia, militia will claim payment).


Caravans

Finally, to create interactions between towns, you could, each IRL day, decide by talking to the mayor to send a caravan of resources (gold in redding, uranium in BH...) to another town, sacrificing a part of your income to increase the income of this other town (the boost being bigger than the malus). It would be fixed commercial routes :

avv:
Those are all good suggestions.

What I'm personally missing are activities inside towns. Something that keeps players inside so that they don't feel the need to go to worldmap and do previews. Currently most unsafe towns got shops and gathering locations but all those are just waypoints where players visit briefly and then go away. There needs to be places in towns where players actually spend time rather than visit briefly.

Example of spending time are caravan packing and shit shovelling but they are so unproductive and boring that it's basically nothing.

You can also camp the militia and shoot everyone who comes in, might get some loot but it's bad for gameplay because less and less player will eventually come.


Grommok:
Like this.
The only i want to tell somethin' about are caravans.
Caravans cannot stop. They will keep doin' their work. You can "regulate" how many caravans can exit-enter your town, not stop'em.
You can try to "stop them" with a series of laws, actually damaging economy in the wastes (bonus for your town, so you can have a sort of "economical advantage" by selling your resource manually, without income being stealed by caravans) but in the same time this could lead to the "Black Market" phenomena (malus, this makes you gain less loot in the TC chest, and maybe makes people in town/militia weaker).

HertogJan:
I like the suggestions.


--- Quote from: Crazy on September 18, 2011, 04:31:31 PM ---Caravans

Finally, to create interactions between towns, you could, each IRL day, decide by talking to the mayor to send a caravan of resources (gold in redding, uranium in BH...) to another town, sacrificing a part of your income to increase the income of this other town (the boost being bigger than the malus).

--- End quote ---

This one could be abusable by powerful factions and work like bank intrest for them. Especiall if they know how long the caravan takes so they can take the benefit spawn in the tc box shorty after.
To fix that, there are some possibilities:
- caravans leave at fixed times
- caravans can be encountered
- faction in control has to escort the caravan. If they die in ecounters or leave the caravan, they don't get a benefit but only the malus. Encounters should always be real-time
A combination of those options would mean that the faction escorting the caravan weakens their defense of 1 of their towns. Of course opposing factions wouldn't know when a caravan leaves, only the time it could leave.

Michaelh139:
Everything is good except for this:


--- Quote ---First, it shouldn't be possible to add mercenaries to militia, because it allow too much abusing tactics.
--- End quote ---
 

How is this an abuse in any way?  You're paying 20-50 times more for the militiaman than just getting them from the sheriff but in return you can pick their weapon, and the choice of armor. 

More cash = more choice
less cash = roll the dice

It sounds pretty reasonable to me.  Besides next wipe we won't have the bank caps inflation so there won't be nearly as many caps to go around for a good while so you'll see less mercs.

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