Other > General Game Discussion
TC in the next session
T-888:
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---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).
--- End quote ---
Have some imagination they took and control the city the inhabitants are loyal because they are " protected " by players and militia that is under player command so they don't give up the their loyalty any second until some other team shows up and holds the city for a while , imagine the tc timer as a period you have to hold the city to gain the people trust in order to actually claim the city , why would the inhabitants give up the protection to anyone who enters the city ?
Still it would make sense if the timer would appear to only the faction witch is controlling the city , imagine some civilian or mayor contacting your faction and notifying you :)
Nice_Boat:
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---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).
--- End quote ---
THIS. One hundred times THIS. Also, it'd make those gay 15 person+ swarms go away and actually reward skillful play instead of skillful IRC diplomacy.
Bantz:
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---How to fix current TC a bit:
--- End quote ---
On Requiem, as you probably know, TC works like this and would work fine here.
The thing I dont like is that any gang could retake the town instantly. I think there should be a time zone and TC time lets say 1 or 2 minutes. Defending team should have a chance to interupt the taking if they patrol the city, not just camp sherrifs house.
But in general, with this we would see 2nd era back, but better!
Hmm, second era, better...Who could not love that?
RavenousRat:
Well I'm not TCer, but after hearing about "they came at night and captured town because we were sleeping" and "they came at day and captured town because we were at work" and "you can't even come to fight players and doing only PvE" etc.
I said some days ago how to fix it there: http://fodev.net/forum/index.php?topic=18590.msg155947#msg155947
Kilgore said this:
--- Quote ---A faction can take the town anytime (gear/number check applies), but the control is changed to "None" after they leave the town.
--- End quote ---
And that's enough, other paragraphs can be removed. Of course I said about players total in town, not faction members only.
And to make people stand in town I said there: http://fodev.net/forum/index.php?topic=18690.msg154489#msg154489
But further I've been told that I'm not TCer and words about "removing TC is good" are really silly, while there were no word about TC at all, so I don't know what they commented, may be they read something else.
So all you need to make TC better is create a reason for players to stay at town without leaving it + income from controling town based on alive players in town and/or alive faction members in town. No players = no income, no faction member = no control.
--- Quote from: Bantz on October 06, 2011, 08:26:05 PM ---The thing I dont like is that any gang could retake the town instantly.
--- End quote ---
Forget about sheriffs office, who cares about sheriffs office. Noone need to talk to sheriff, if you want to capture town, go and kill all faction members in location, when they are dead, controling faction = none, then well.... then go to sheriffs office ;p and take control. If you'll just come to sheriffs office, it'll be useless until atleast one (or 2 or 3 or whatever number) of faction members of controling faction are alive and in town. So they (controling faction) don't need to live in sheriffs office.
Bantz:
Wrong
--- Quote from: RavenousRat on October 06, 2011, 08:29:27 PM ---Forget about sheriffs office, who cares about sheriffs office.
--- End quote ---
You are wrong there.
If three players hide in Redding somewhere, its much easier to retake the town through sherrif. Same goes for lot of other towns.
If we want to keep current system of rewards increasing in time, which would be great for such system, we should keep little timer.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version