Other > General Game Discussion
TC in the next session
Hololasima:
TC time for every town
no militia at all
Thanks
Roin:
I voted for "other", because my reasons are many. My opinions and reasonings will be stated underneath,
in the catagories A-a, B-b, C-c and so forth.
Captial Letters A: = Opinion.
Normal Letters a: = Reason.
A: I think town control should be moved to small areas outside the towns, like an outpost, power plants or fields, as an exsample, but not the current places which already exsist, but new small areas, which are well built and defendable, naturally dependt upon the nieghbouring towns resources and income, so a lower town income, would give a worse bunker,power plant, jet fields and so forth, while one with a higher town income, would have alot more benefits.
a: What you earn from a town normally has to be scavenged from somewhere or planted and harvested or in some cases feed, doing this will make the towns more safer, for the lower level players and role players, and the town controll players would not loose anything at all, except a new change of scenery. :)
B: Mercenaries and Guards, should have lower tier weapons as the higher tier weapons are harder to scavenge, and make. Their price should also be lowered then.
b: Well if they have lower tier weapons, people would not be so dependent upon them, also if you wish to invest the time(As a player.) to give and make them better weapons and amour you(As the player.) should do that, this will also give the crafting characters more work.
Signed Roin.
maszrum:
current tc system is begins to remind me "old mariage". we all have lost moments of delight and fun, long time ago. time for radical changes, or maybe even divorce ;)
at present time, the biggest problem is definitely militia. they are just simple to powerful, we need to gather really large number of people to handle them without any fails. this is one of many things which _MUST_ to be changed. we can remove militia, that will also remoeve problem of militians as a pk tool. of course there is some gangs who actaully trying to care about their town, milita can be really useful in right hands, but they definitely need some nerfs.
few suggestions:
- reduce maximum number of milita to [6-8], [4] after obtaining control.
- fix of bug with adding mercenaries to militia during timer.
- fix in 'gear check' - i can bet, every gang had a lot of problems with taking control with RL's and LSW's.
- changes in 'tc-zones' old are just simple to schematic (especialy when other teams cant invent something new, and they are just coping other gangs :). that will be a playing tc on new-old maps.
- TC WINDOWS ! - till we dont have any other ideas for TC, its only one solution for the 'timezones' problem
some time ago, we was speaking aobut it with other gang leaders. everyone agreed - tc windows are really needed. dont want to discriminate other timezones then european GMT+1 but we need to find some compromise. so i sguestin something like that:
- 'biggests , most importants' cities like Broken Hills, Redding and maybe DEN should be able to capture once per day,
for example. (time in GMT+1)
Den 19:00-20:00
Broken Hills 20:00-21:00
Den 21:00-22:00
other cites like Gecko, Modoc and Klamath should be able to control 2-3 times per day
of course thats create some problems with reward, which is very important aspect of TC. that should be changed but not that much. reward cant give too much advantage over other players who dont give a shit about TC and cant force them for doing TC
at the moment, nobody cares about reward but its very important thing after 1-3 weeks after start of the new season, any ideas ?
probably thats all for now, i will write something more if discusion deve;ops in good direction, ahh and sorry for my english.
____________________________
--- Quote ---A: I think town control should be moved to small areas outside the towns, like an outpost, power plants or fields, as an exsample, but not the current places which already exsist, but new small areas, which are well built and defendable, naturally dependt upon the nieghbouring towns resources and income, so a lower town income, would give a worse bunker,power plant, jet fields and so forth, while one with a higher town income, would have alot more benefits.
--- End quote ---
i would really like to see this in fonline. controling some places like - stables for drugs, mariposa for energy weapons/mfc and sierra for ammo and totaly changed TC - workbenches should be availble only in towns and you will get money for every % of crafted items. you can pick to sides - bad and eas - shoot everyone on side, block wasteland technological developnet or good and harder path - protect the town and get some profits ;)
Kilgore:
How to fix current TC a bit:
1. Balance militia. Max 4-6 of them, 160-250 HP, without crazy critical hit rate, _without_ weapons like: all unarmed/melee, gauss pistol, pulse pistol. Also disable merc/slave adding.
2. Keep the old timer. Some people don't remember but there was long discussion long ago about it, when the timer was 20mins long. 10mins is minimum, longer than 15mins is boring.
3. Taking towns the second day after server update is totally imbalanced, as was proved one year ago; so make TC disabled at least during first week.
4. Timewindows suck deeply if they happen once per 24h, let's say 1h long. It's just about who gathers bigger swarm over the town for a short time, then the town can be left totally unguarded. Also, some people will be unable to participate in it: work, school, another timezone or sth. If anything, time windows should happen every 6 or 8 hours, 1-1.5 hour long. Also it would be nice if they were overlapping.
5. Fix gear check; not accepting Rocket Launchers or Light Support Weapons is stupid, as mentioned.
___________________________
Now I'll post a bit different approach to TC, similar to what was in 2nd session but improved.
1. Remove TC timer.
2. A faction can take the town anytime (gear/number check applies), but the control is changed to "None" after they leave the town. For example: 6 people needed to capture the town, but if at any given time there will be less than 2 of them present in the town, the control is lost. The check for faction members could happen each minute, not a big deal I guess;
3. When there is no controlling faction, the militia acts like typical NPCs in the town (hostile only if attacked). Militia doesn't attack the team that wants to capture the town.
4. The reward is given more frequently (let's say, 15 or 30 minutes) but only when the town is controlled by a faction.
5. Remove TC zones. So, if some gang would be smart enough to capture the town and hide in a small room while waiting for the reward, you could come with your team and take the town back from them.
This way, we would have following issues fixed:
- the need of time windows, completely;
- small-squad runs taking all towns while other teams are sleeping; it would give them absolutely nothing;
- taking the town only for pipboy status and locker reward, as you would have to actually be present in the town;
- towns that are controlled by a faction but no one stays there;
- partially swarms; well, you could always swarm the controlling team, but remember that hardly anyone can keep a swarm present in the town for a longer time (as opposed to TC time windows);
- probably easier to implement, test and balance.
In my opinion it's stupid that the town can be controlled with no gang member present in the town, showing up only occasionally for the reward and when somebody starts pvp beacon (capturing).
Roin:
--- Quote from: maszrum on October 06, 2011, 05:36:32 PM ---____________________________
i would really like to see this in fonline. controling some places like - stables for drugs, mariposa for energy weapons/mfc and sierra for ammo and totaly changed TC - workbenches should be availble only in towns and you will get money for every % of crafted items. you can pick to sides - bad and eas - shoot everyone on side, block wasteland technological developnet or good and harder path - protect the town and get some profits ;)
--- End quote ---
Precisly... ;) Though I am a little bit wary, if all the current small areas, like the mines would be conquerable. Then it would be a really harsh wasteland to live in. :)
Though if some of them where conquerable like the Mordino stables, and the Sierra army depot, and the Energy plants. Like you said Maszrum, it would be good. To put it in a short term all minor areas, except the already guarded mines. ;)
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