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TC in the next session

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Ghosthack:

--- Quote from: pti4ka on October 14, 2011, 06:03:24 PM ---If thats about NPS - biggunners etc. will alwaus kill them...

--- End quote ---
This only applies to current controlling faction (with most influence).


--- Quote from: avv on October 14, 2011, 05:54:14 PM ---You could use influence zones, like tc zones. Influence zones would border buildings so that no influence will be given if the character is inside a building.

--- End quote ---
Maybe, if it doesn't work in any other way. Remember that if two or more factions are present, no one gains any loyality from camping, but it's true that the current controller does stand a bit more to gain by keeping status quo.

Izual:
Another solution : After 2 minutes of inactivity, you get disconnected from the game. ;D

JovankaB:

--- Quote from: Ghosthack on October 14, 2011, 03:55:23 PM ---Possibly encouraging trade and movement of non-faction people, but how to safeguard such a system from abuse is not clear. If you have any ideas, put them forth.
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When a player not belonging to the faction does some task in town AND leaves it safely town influence of controlling faction increases. Only AFTER the player leaves the town alive. Tasks - mining, using workbench to craft good items (not some crap like knuckles), shoveling, doing quests, selling good items CRAFTED IN TOWN, buing bases, buing mercenaries, buing professions.

For example - a player comes to town, mines 10 ores (+10 pre-influece), shovels 5 shits (+1 pre-influence ), does shovel quest ( +10 pre-influence ), crafts 4 rifles (+20 pre-influence) and sells them to town merchant (+40 pre-influence). If the player leaves the town without dying, the faction in town gains 81 influence points. But if the player dies, all the pre-influence he/she collected is lost.

You have to be careful to choose tasks that can't be farmed easily. Like trading back and forth is not good, so I propose only selling items you crafted in the town (without earning pre-influence for buying them back and selling again). Also buying things via dialog, like beer/nuka cola would be good, if only it didn't add caps to bartender inventory (it does).

This should be generally small gain / player, so you would need many people to come to town to notice positive effect.

Rascal_:
no tc zone + stoping gaining "influecne" by defeding faction in situation when another faction goes inside a town = ridiculous situation

"defending faction" gonna need infact to attack "attacking" faction - couse attacers could just hide their asses inside some building or other almost non-attackable place and just sit there and spoil gaining influence.   So u just gona twist roles and atacers gona have big upperhand especially in tactics -> I could hide 5 BG in building "defenders" need to attack them so I can keep rest on worldmap and backstubb "defenders" while theyr attacking my 5 biggunners hidden inside the building.

avv:

--- Quote from: JovankaB on October 14, 2011, 06:32:32 PM ---When a player not belonging to the faction does some task in town AND leaves it safely town influence of controlling faction increases. Only AFTER the player leaves the town alive.
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This would be good, if it can be done.


--- Quote ---You have to be careful to choose tasks that can't be farmed easily.
--- End quote ---

Not really if the bonus won't be that massive. A customer could be equal to a gangmember in terms of influence gain.


--- Quote from: Rascal_ on October 14, 2011, 06:46:19 PM ---no tc zone + stoping gaining "influecne" by defeding faction in situation when another faction goes inside a town = ridiculous situation

"defending faction" gonna need infact to attack "attacking" faction - couse attacers could just hide their asses inside some building or other almost non-attackable place and just sit there and spoil gaining influence.   So u just gona twist roles and atacers gona have big upperhand especially in tactics -> I could hide 5 BG in building "defenders" need to attack them so I can keep rest on worldmap and backstubb "defenders" while theyr attacking my 5 biggunners hidden inside the building.
--- End quote ---

The influence blockers could also need to be inside the influence zone to block it. Like described, the influence zone should be general streets and areas, not some toilet or building with one entrance. If someone wants to hide in those buiding and harass the defenders, surely they can be smoked out, leaving the influence zone for small moment should be allowed.

For example Klamath influence zone could look like this: http://img542.imageshack.us/img542/5627/rofluence.jpg  (slaughterhouse is not influence zone either, didn't just remember to outline it)

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