Other > Suggestions

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

<< < (2/4) > >>

Eternauta:
Nice ones, Crazy! :D

Grommok:

--- Quote from: Michaelh139 on September 19, 2011, 12:43:18 PM ---Everything is good except for this:
 

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.

--- End quote ---
Maybe instead of "normal" mercs you could have a merc recruiter along with mayor/sheriff, so that you have the money you can hire also mercs to stay and protect the town, instead of having just militia. Obiviously militia would have to be nerfed.

avv:

--- Quote from: Michaelh139 on September 19, 2011, 12:43:18 PM ---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.
--- End quote ---

So what, merc militia is too powerful. It can wipe out entire gangs in seconds. Players must be the main force to defend towns, not npcs. If the players aren't numerous or good enough to hold it, they don't deserve the town in first place.

3 guys with dual logs cap town when the owners are working/sleeping. They get some free slots for militia and when the original owners come with 10 guys, they face overpowering merc militia. Militia must never be stronger than its owners.


--- Quote ---It sounds pretty reasonable to me.
--- End quote ---

It's not reasonable at all. With mercs and merc militia players can get overpowering force in their disposal just because they spent time farming outside the actual pvp event. Fights and superiority must be resolved in the battlefield, not in the farming grounds.

T-888:

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


--- End quote ---

Something of this is actually good , you should lower the numbers since their AI is improved.

NPC wars have to end some of us are really tired of actually killing 30-35 NPC's(militia + mercs) before we get to shoot a player if we survive that long , screwing up good gameplay.

Michaelh139:

--- Quote from: avv on September 19, 2011, 05:13:29 PM ---So what, merc militia is too powerful. It can wipe out entire gangs in seconds. Players must be the main force to defend towns, not npcs. If the players aren't numerous or good enough to hold it, they don't deserve the town in first place.

3 guys with dual logs cap town when the owners are working/sleeping. They get some free slots for militia and when the original owners come with 10 guys, they face overpowering merc militia. Militia must never be stronger than its owners.

It's not reasonable at all. With mercs and merc militia players can get overpowering force in their disposal just because they spent time farming outside the actual pvp event. Fights and superiority must be resolved in the battlefield, not in the farming grounds.

--- End quote ---
This is where you say:  "nerf them" instead of "remove".  Nerf the bonus gained by mercenaries when joining the militia.  Because yes, I do kind of agree an entire merc militia garrison is fucking brutal, despite paying shitloads more out of your pocket for the force, at least you will still be able to give specific weaponry, level them up, and pick armortype.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version