Total Members Voted: 96
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.
If you want to preserve battle militia, I suggest no mercs, no instabuying after capture and reduce maximum limit.
This is an interesting idea, while I agree it gives huge advantage to the taker, I think it might be part of the game. We all know that Rogues are very good at "recovering" from wipe quickly and thus I assume it as a part of those players´ skills.Anyway, I wouldnt mind if there was a week period just for the sake of fair play.
Number of town for one team : Limit number of town a team can control? 3-4 max? Big team have to choose what town they want (or don't want ..)
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.
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.
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).
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).
How to fix current TC a bit:
A faction can take the town anytime (gear/number check applies), but the control is changed to "None" after they leave the town.
The thing I dont like is that any gang could retake the town instantly.
Forget about sheriffs office, who cares about sheriffs office.
somewhere
Well I'm not TCer
Because it's a bit hard to control and hold town sitting in toilet on edge of town.