Total Members Voted: 96
If thats about NPS - biggunners etc. will alwaus kill them...
You could use influence zones, like tc zones. Influence zones would border buildings so that no influence will be given if the character is inside a building.
Possibly encouraging trade and movement of non-faction people, but how to safeguard such a system from abuse is not clear. If you have any ideas, put them forth.
When a player not belonging to the faction does some task in town AND leaves it safely town influence of controlling faction increases. Only AFTER the player leaves the town alive.
You have to be careful to choose tasks that can't be farmed easily.
no tc zone + stoping gaining "influecne" by defeding faction in situation when another faction goes inside a town = ridiculous situation"defending faction" gonna need infact to attack "attacking" faction - couse attacers could just hide their asses inside some building or other almost non-attackable place and just sit there and spoil gaining influence. So u just gona twist roles and atacers gona have big upperhand especially in tactics -> I could hide 5 BG in building "defenders" need to attack them so I can keep rest on worldmap and backstubb "defenders" while theyr attacking my 5 biggunners hidden inside the building.
Influence zone is problematic. Camping at the end of the map can be pretty much like camping in a building.The other problem is that it will lead to alliance ending up in same faction in order to increase influence faster/easier, which is kinda sad with the new awesome faction system. Allowing allied factions to mix up their influence maybe? (at least that an allied faction don't prevent you to gain influence).
So if I get it right, if two gangs are present in the city, influence for both gangs ceases to grow. Numbers wont matter ? So even one or few guys with acceptable equip can stop influence of a swarm of 40 people ? Wouldnt be better to just reduce influence gain (so with 1:1 forces ratio, thats when it should cease) ?
How will the gang know that the influence is rising ? Will we see a influence bar in interface or somewhere ?
Also I see problem with influence gaining during the night, which might be a bit fixed if the influence wouldnt grow so fast.
How is that going to allow players to run a town without having to shoot everyone?And is there any way to address faction identification?
no1 want spies/bombers/looters/suicide bursters inside controlled town so all those ideas to decrease "influence" for shooting "bluesuits" are just out of space