Other > General Game Discussion
TC in the next session
Nice_Boat:
--- Quote from: T-888 on October 07, 2011, 01:07:13 AM ---It's not a gamble always if your know what your doing it's always considered how much the risk is of a frontal assault your speaking like you have never town controled maybe you haven't long enough so that you dont remember , large battles are more than just wasting AP and taking cover you don't want to see the teamplay aspect in big battles that is more complicated than in small , so your the narrow-minded child man :) big battles have everything that small battles have to offer and more , you just can't accept it.
--- End quote ---
Why am I talking to you again? You compare stuff you don't know anything about to stuff you know very little about, you keep calling people who don't share your ridiculous point of view names and you seem to believe you're the new incarnation of Napoleon with an understanding of tactics so deep the poor plebeians like me can't even begin to scratch the surface. The truth, however, is that you don't know brahmin shit about how good and tactical this game can get and prefer to keep your simplistic swarm crap in it despite the fact that the game obviously can't accomodate this number of people fighting on a single map.
Here, maneuver this:
... and there are two spheres this large on a single map. And the maps are often flat, without a lot of terrain to break the LOS. And you can't coordinate a lot of people as well as you could coordinate a few people, so the spheres are sluggish and are mostly incapable of complicated and/or immediate movement. And the movement is restricted because don't stand near grids lol. So you basically end up with boring, repetitive crap that's determined by who scores better hits and who brings more people to the party unless someone does something brilliant and the remaining 19 people don't mess it up, which happens like 2 times out of 50. If you compare it with how demanding and dynamic small scale combat is... there really is no comparison.
Kilgore:
You are wasting time trying to explain simple things to some random pawn of a swarm. Totally pointless, whatever you say he keeps answering "this is not a strong argument for me", while he doesn't supply this thread with anything useful.
For me, swarm battles (or "large group battles" (c) T-888 hehe) are shitty because they happen not very frequently and there is too much of waiting involved: gathering people, planning, regrouping just for few minutes of fight (there were rarely battles that lasted more than several minutes). Small team pvp is always better because there is more action and it doesn't get boring after a couple of days.
Remember that whatever changes are made to TC, swarms will always have better chances (and it's logical), but there is absolutely no reason to support them any further (by making time windows, for example).
JovankaB:
Scrap all Town Control mechanics, everything: militia, TC NPC, magic loot box, TC pipboys statuses, all of it.
It's not about real controlling town anyway in most cases.
Bring crafting features back to unguarded towns. Scrap external farming locations like waterworks and factories in bases.
External locations make sense if they are interesting. Farming chem components in waterworks isn't.
It's not really dangerous either. It's just nuisance.
Factories in bases are good for bots and boring. Only utility stuff like waterpipes and workbenches should be kept.
dskpnk:
Here is my point of wiev about actual TC :
- Nerf militia
--- Quote from: maszrum on October 06, 2011, 05:36:32 PM ---
few suggestions:
- reduce maximum number of milita to [6-8], [4] after obtaining control.
- fix of bug with adding mercenaries to militia during timer.
- fix in 'gear check' - i can bet, every gang had a lot of problems with taking control with RL's and LSW's.
--- End quote ---
- TC timer to 10-15 min
- Reward every 30 min
- please no time window to take town, something like that seems cool :
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---How to fix current TC a bit:
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,
if they don't attack NPC and have karma to enter 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.
--- End quote ---
- TC zone only for TC timer, when faction control the city they can hide/RP everywhere in the city but they have to be at least minimum reqierement number of player/gear to keep control/rewards according to the requierement of cities.
- Make a no capture time after faction control the city, for example if the faction keep town 30min (15min timer + 30 min in the city) they have a no capture time of 15-30 min for the next time they will take the city. With a maximum no capture time of 45 min. During no capture time militia act just like normal npc (if u have bad karma they attack u, if you have good karma they protect you), after that no capture time militia won't protect players and just act like normals npc.
- Increasing rewards
Seems good to me ! Because :
--- Quote from: Kilgore on October 06, 2011, 06:49:07 PM ---How to fix current TC a bit:
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 ---
Holy shit let's do this !
LagMaster:
how about diplomacy, a speech char(or alt) must convince some people to join there couse to reduce the timer to maxumum 20 min(25 min from start) and if that pearson will think over it(otehr faction will come with speech char to talk) the timer will be increased and if the timer reaches back to 25 min the TC will be over and the past gang will still have the city
so, important NPCs will have to decide what they think of the new gang(3 choises: no opinion, for the atackers agains the atackers) and if they thing against the atackers, they can't have an opinion change, so it will be +0, -1min, +1 min
killing someone with lesser than TC gear rec outside TC zone will increas the timer by 1 min and killing someonhe with gear that is in the faction defending allready the town it will decreas the timer by 1 min
so if an atacking faction will atack the city, they need about 5 min to take it,
now if the defending faction do not send someone inside the TC zone, the town will be under no controll(the defenders don't come means they are not worthy for defending) and they can't controll it for 3 rl days
also if an atacking faction fails to take the town, they can't TC that town for 3 rl days
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