Other > General Game Discussion
TC in the next session
RavenousRat:
--- Quote from: avv on October 16, 2011, 02:43:44 PM ---Just a switch with cooldown of 30sec-1min. 30min is too much because you might go to another town where you don't want to have influence.
--- End quote ---
But if you can switch it at any time, you can troll poor APK guys who aren't killing non-influence visitors.
Example:
Gang A controling town, they don't want to kill wastelanders who is visiting town to trade/shovel shit/RP or doing other useless crap.
I'm a member of gang B. I'm visiting town, smiling and saying that I'm poor wastelander who don't want to get any influence, and want everyone be happy, while have metal and LSW in inventory (or whatever min. requirements to get influence).
Then I'm going into some toilet, wearing metal and LSW and switching to get influence and silently laughing.
Gang A: "wtf someone is here, need to find and kill him!"
Then in 30 seconds I switching back, removing armor and LSW, walking on street and smiling and saying that I haven't seen any players in metal and with LSWs! Then I staring to shovel shit and then I asking my friend who is on other part of town to do the same and then we're doing it again and again and they don't get any influence, while we're getting fun playing Mafia-online in FOnline, APK guys become angry and start to kill everyone on sight and then towns just become arenas where everyone kill anyone whom they don't know, because they can be members of gang, who can enter some toilet and wear min. required items and if someone could see them, switch back, items can be hidden in those toilets or behind barrels incase if they start kill you on entering town, so they wouldn't know who to kill and who not to kill after seeing that you don't carry any items.
While dogtags can be removed from game after log off/death/drop, and can be get only from faction terminal. So if you enter town with dogtag, you're already known enemy, if you die/log off or drop it, you'll need to return to faction again. Also dogtags can be used in othe interaction like if you have a dogtag and loot someone's dogtag and he's not from your gang, thier gang will lose some influence, of course you won't get anything, as benefit can be abused, while penalty not, if only you're mazohist. To prevent droping dogtags before death, you'll get even more penalty to influence if you drop it in town. Again, dogtags will simply disappear if droped or looted, also disappear after log off and body disappearing.
Or switching should be possible only on special conditions to prevent switching on/off when noone looks to prevent controling faction gain influence.
avv:
Toilets shouldn't be influence zone. And trust me, apk players have experience how to track down people who are against them. They may have a sneaker looking for troll like that and once that troll is caught, he pretty much has to make a new char. Besides, that's what life of "not shooting everyone on sight" player is like, being target of trolling and dealing with it. They don't go batshit and start a massacre but if they do, well that's when they lose influence by not allowing people to participate in activities intown. Choices and consequences.
Dog tags wouldn't be that bad either, depending on how hard they were to get. If you could make for example 10 dog tags from one junk without any skill requirements, it wouldn't be that much of an issue honestly. People will forget proper tc gear, their drugs or ammo much more often than the dog tags.
T-888:
--- Quote from: avv on October 16, 2011, 02:43:44 PM ---Just a switch with cooldown of 30sec-1min. 30min is too much because you might go to another town where you don't want to have influence.
--- End quote ---
3 minutes i think should be optimal or 5 minutes and for gangs to influence the town , i don't know if it was mentioned or not it would be wise to implement at least 3 faction members at town from one faction to gain influence at all.
kttdestroyer:
Hmm... I see the problem of faction players who want to gain control and other people coming into the town just for visit. Maybe include some things, like:
Who is the first one that begins to earn influence? Like gang A enters town with 7 people, gang B enters the town with 5 people a bit later. The gang B must kill gang A to stop them gaining the inluence and to start gaining influence themselves. That will make it clear who is defender and who is attacker. Aswell as Gang A people inside dont have to worry that 5 visitors would all of the sudden remove the reputation gain...
Alliances would help a lot in this i think ;P Factions set to enemy could be reducing eachother influence grow if in same town at the same time, neutrals could just stay neutral without damaging eachother, but not gaining both at same time still. Alliances could have one joint reputation, beggining with a middle reputation of both gangs (one gang got 500 in Den, second got -500, final = 0), and the alliance could have a name on their own.
How will random players know who controls the town btw? If the "fixed" control is changed to more dynamic, how will random people know that Faction B holds the town? Will it still apear on statistics? My suggestion is to make it appear in statistics after militia is present maybe? I mean, i assume only 1 faction can be the one who gains the militia level of reputation at one given time.
I think it looks intresting the whole thing :)
One more addition idea: What about making special workbenches in central areas of towns, that after a specific amount of reputation gained can be used to craft some uniqe things :) Like a better version of FN FAL, or Assault rifle mk2. Maybe tier 3 stuff aswell, a BA with +2% resistence. Then, this item could be given faction name in description. Maybe the faction with high Reputation would need to work a lot to extend the workbench facilities in the town, and the reward would be this uniqe item? Well, an idea :)
Virtu:
You are trying to adjust to your own gameplay style.
I think it is better to make more opportunities and freedom of action. Not trying to standardize the TC.
As the proposal. Faction that currently controls the city to give the opportunity to buy entertainment. Local arena like Hinkly. Directly in the place where you can not shoot. and where do pvp from such "transfer" of boxes. Or open a new store, with NPC-trader, who will sell what they would give him the price of his skill.
But when another group takes gotod. All complemented by entertainment - disappear.
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