Other > Suggestions

Few suggestions that are not hard to implement

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Chrupek:
Abour sandbags...

Remember: the more difficult to use tactics, the more loners dead. Big gangs, or even few pkers, probably gonna greate even more succesful ambushes. Like: snipers near corners, and spawn areas surrounded by boxes, which simply force you to stay inside and die.
the mechanism is simple: if you have free time (and multiple logs), you can make perfect location for your ambush. The regular players will suffer for that.

Also Carry weight requirement isnt as harsh, since there is mentats + brahmin combo, which gives u a way to travel with shitload of any item u need. If i didnt mentioned: of course there are cars too.

Graf:

--- Quote from: Chrupek on October 19, 2011, 05:49:07 PM ---spawn areas surrounded by boxes, which simply force you to stay inside and die.

--- End quote ---

This is kind of a feature abusing, which, I believe, should be prevented by GM's.

Ganado:
But, let's face it, a GM can't be there 24 hours a day to ensure that no one abuses that.

What would be better is if the sandbags have only certain hexes where they can be placed, without limiting it too much. Just enough to not conflict with spawns.

Lordus:
Environmental effects (night, rain, radiation).

 When i was longer in Glow, i remember that even i toke anti rad drugs  (rad x) to gain 95 percent resistance (max. resistance), after some time, my iradiation raised to level, that even i used rad away, my SPECIAL dropped (first a little, than huge). So i.e. my sniper power build char was unable to shoot aimed shots to eye (head). And different BG powerbuidls were unable to use their primary weapons or at least to use them maximaly (only one burst from two bursts with lsw,...).

 So i imagine that very same effect could exists, if you stay longer in radiated Gecko. Combination of new TC system, where players will have to stay longer in city, if they want to raise influence (influence TC system), players with "powerbuilds" projected to sustain this amount of radiation (anti rad perks, builds not created on the edge, with reserve of AP, ST, but also with enough anti rad drugs) could be more effective than players with "basic powerbuilds". But even non powerbuilders could be better than basic powerbuilds. This could lead into situation, where more stronger and numerous factions could not control Gecko city and even small factions with alternative approach could control it very easily. = theory, i know. But look at current PvP. Does not dominate Long range builds in Modoc and Klamath, and BG builds in Redding? In very far future, it could be ghoul chars..

 Rain and Night.

 It could be nice tactical advantage, if you attack at the begining of night with night builds and night equipment, and if accidentaly rain will fall and powerbuilds will be able to shoot only 1 burst instead of 2. The amount of perception or agility reduction could be different, also i can imagine traits, weapons with night visions (less powefull than basic one,..). Yes, it could lead into night or rain alts, but also it could lead into more universal chars, instead of "on the edge powerbuilds."
 
 Sandbags

 I did not seen any walls of sandbags in TLA or Requiem. Even idea of surrounding spawn points with sandbags as a trap is wrong. N.1 requirement for trap is surprise. If you can see that surrounding sandbags from preview, it will only notify you, that there are PKs.. so "basic" player could prevent contact with PKs, or he can contact "antiPK", or he could enter by different entrace (of course, this could be trap, but players should think too). I am afraid that adding special layer to maps, where you can or can not put sandbags will be harder to implement and it could be unnecessary. Also, even my idea is wrong, i think that sandbags could very simply disapear from game, like LSWs :)
 

Chrupek:
But there are locations you cant preview. And random encounters too. I mean: random for wastelanders; planned for pkers.

The bad thing about sandbags i think, is the fact, that you simply cant do anything against planned location. even if you have drugged amount of APs, you still cant disasemble sandbags, because when you try to do that, you are dying, or getting crippled.

In town locations, this could be avoided by choosing exact enter hex, via preview (of course only edge hexes). But this sandbags feature, still gonna sucks any random encounter.

Im all for sandbags as players cover or something similar, but come on... u are spawning surrounded by walls of sandbags - how the hell did u get there? U were walking down the street, and suddenly... :]



sorry for lil bit offtop but: about idea of taking cover (u know what i mean). Is this possible to implement this: u create sandbag >> u drop sandbag anywhere >> sandbag works like npc critter obstacle - decerasing chance to hit by 20%. But if you are standing 1hex from it, there is bonus compensating that accuracy drop, so after quick math, there is no any difference - if youre 1hex from sandbag, it 'doesnt exist' for u.
It gives u a little advantage on the battlefiled, but still doesnt affect your opponent (so he can run away, take wall cover, or something else).

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