Other > General Game Discussion

TC in the next session

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Sarakin:
Id go with 2 TC windows each day for every city, separated by at least 8 hours and maintained by the city owner (city owner decides what time is the most appropriate for them). Other than that, I agree with balio, with having militia in the town that can be or doesnt have to nerfed.

If you want to preserve battle militia, I suggest no mercs, no instabuying after capture and reduce maximum limit.

Fix equip requirement for taking the town.
Change the reward to ammo, drugs, weapons, recieving only when some members are in the city.
Also I almost forgot, it wouldnt hurt to have city-wide TC zones.

EDIT:
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---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.

--- End quote ---
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.

Hololasima:

--- Quote from: Sarakin on October 06, 2011, 06:50:44 PM ---

If you want to preserve battle militia, I suggest no mercs, no instabuying after capture and reduce maximum limit.



--- End quote ---

Also crit chances and max. HP reduce

Berko:
For me,

#town control
  #before control
   Have to kill militia : Too much for a group even 2-3 times larger than required. We success to kill them because they are not smart. (go in our trap militia!)
        It's nice to have this lapse of time for people to exit town or for defender to try make something
    
  #launch and during control
   Mayor to start control : Ok
   counter 10 to 15 minutes : Ok (boring when nothing happen but defender need time to prepare when warned, when timer is 10 minutes we don't have times if base is too far)
   Minimal number of guys : Ok
   Blue zone : Ok
   Minimal stuff : Need to add some weapon (rocket launcher and lsw are the most needed I think)
   Preview desatived : Ok
    
  #After
   Mayor dialog <Add militian> :
       Need a limit less than 20 militias, maybe between 5 and 10 militias.
       Need to remove walking militian, unarmed/melee militian, burster/roquet/grenade militian or hero militian (gauss, pulse pistol, ..). (Need militia, not army nor gecko hunter)
       Need to remove their ability to make major critic
   Chest/reward : Limit increase of reward after some days
   Add Mercenary/Slave : Remove this possibility.
    
------

  #Others
   Settings of militia : Before we got option to set militia to attack robber, to warn people who don't control town to draw their weapon etc, don't remember if it's worked but can be nice if we can set some law in town for player.
   I like the idea of radio warning : Maybe if a militian attack something and still attack after 5 seconds, send an alert, when end send the stop of alert. (faction radio or custom radio on choice?)
   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 ..).
   Allow NPC faction's player to control a town : we don't really success to do it but maybe it's possible? but we have to know, it can be nice.
   TC window : Yeah i like idea of only some city which can be take in 'time windows' and other which can be take all the time


* Berko love color

Kilgore:

--- Quote ---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.
--- End quote ---
Not really. We took all towns the second day and received no action at all for two following weeks. Can't see anything fun in that, though the flow of caps was strong.


--- Quote ---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 ..)
--- End quote ---
It won't work, you can have multiple chars added to different bases and take all towns with your "additional" faction names.

jan0s1k:

--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---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.

--- End quote ---
This I love.

--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---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.

--- End quote ---
I see something... Bad in it, idea is good, TC zones could be removed, but in some town (for example Redding, Klamath) people will just camp inside Sheriff/Mayor building.

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