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Author Topic: Faction 's OUTPOST” strikes back  (Read 13339 times)

Izual

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Re: Faction 's OUTPOST” strikes back
« Reply #15 on: June 24, 2010, 10:09:41 am »

To destroy an outpost, I suggest instead of destroying the guards you need to kill the "Outpost Master" (whom you can buy new guards, maybe). This guy could have like 1000+ hps and be in a separate room inside the outpost (locked door/blocked by a guard), and surrounded with blocked tiles to prevent him from running away.

Not much to say on this old debate that needs comments from both players and developers. I'd say that it NEEDS to be a feature for NPC factions, and not for players gangs. Players gangs can do town control, and that feature would be the first step to make a NPC faction useful.

In a more general way, I think reward should be longer to come in, and that you could only create maybe two outposts for your (NPC) faction. This way, we will have outposts that last longer, with a middle-term role. They need to last longer to attract newbies there (And it's easy, just put in a brahmins pen or a caravan boxes lifting job, maybe a workbench, and you'll get plenty of guys coming), and to have (If we keep the "Outpost Master" idea) more guards but with low HP, guards that wouldn't attack anyone from the concerned NPC faction, whatever they do. Attracting players there would be needed for the outpost creators, because they always need more players in their faction. By making a safe and interesting outpost (with huge PvP from times to times :D), they make their faction more attractive and can hire new players in it.
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Pozzo

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Re: Faction 's OUTPOST” strikes back
« Reply #16 on: June 24, 2010, 12:06:02 pm »

Once again I support this idea, and not only because he is in my team but because this is a good idea.
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Alvarez

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Re: Faction 's OUTPOST” strikes back
« Reply #17 on: June 24, 2010, 01:00:31 pm »

As far i understood, the existence of the outpost depends on the presence of the player team, disregarding, how much NPC guards are present, since they are mostly support.

So it won't be guarded 24/7 by NPCs and will be abandoned, when the players are done playing? (Of course, it could be prolonged and even left overnight with more mercenaries).

Also, it can be attacked from every direction.

Now, wouldn't it make sense, if the outpost had walls with some overview over the terrain, so the present team could report the reinforcements which spawn point they have to take? I suppose, the outpost would have multiple spawn points.
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kraskish

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Re: Faction 's OUTPOST” strikes back
« Reply #19 on: June 24, 2010, 05:14:35 pm »


=> i agree with your two points (i'd prefer different prices than APA nerfing


Nope, youre wrong. Everyone would have enclave because it would be the strongest. thats why they would need to be balanced.

I dont agree with you to the guards being in the town... militia is good now for TC, maybe for the sake of variety...

All in all youd like to create multiple TC towns? Its pointless. Rather than interfering with the TC Id like to see outpost wars. Your idea needs polishing :)
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Re: Faction 's OUTPOST” strikes back
« Reply #20 on: August 10, 2010, 09:17:53 am »

I think that every outpost(not only near your city) must be important for NPC-driven factions and their followers, than it will be much easier to control it, because if your outpost will be attacked, all followers of faction will have a profit for protecting your outpost.
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Re: Faction 's OUTPOST” strikes back
« Reply #21 on: August 10, 2010, 10:17:06 am »

To destroy an outpost, I suggest instead of destroying the guards you need to kill the "Outpost Master" (whom you can buy new guards, maybe). This guy could have like 1000+ hps and be in a separate room inside the outpost (locked door/blocked by a guard), and surrounded with blocked tiles to prevent him from running away.

Not much to say on this old debate that needs comments from both players and developers. I'd say that it NEEDS to be a feature for NPC factions, and not for players gangs. Players gangs can do town control, and that feature would be the first step to make a NPC faction useful.

In a more general way, I think reward should be longer to come in, and that you could only create maybe two outposts for your (NPC) faction. This way, we will have outposts that last longer, with a middle-term role. They need to last longer to attract newbies there (And it's easy, just put in a brahmins pen or a caravan boxes lifting job, maybe a workbench, and you'll get plenty of guys coming), and to have (If we keep the "Outpost Master" idea) more guards but with low HP, guards that wouldn't attack anyone from the concerned NPC faction, whatever they do. Attracting players there would be needed for the outpost creators, because they always need more players in their faction. By making a safe and interesting outpost (with huge PvP from times to times :D), they make their faction more attractive and can hire new players in it.
+1
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LagMaster

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Re: Faction 's OUTPOST” strikes back
« Reply #22 on: August 10, 2010, 04:30:56 pm »

i like this ideea becoze of 1 thing: visible bases

i mean eery1 will buy a traper camp becoze is cheap and it does not need to be defended

if you can see some bases this will enhace the PvP

i do not understand if you buy a bog outpost other players can't see it,is a big F****** building,how can you go over it

to batle inside bases is the best idea eva
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Michaelh139

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Re: Faction 's OUTPOST” strikes back
« Reply #23 on: August 10, 2010, 04:47:48 pm »

i like this ideea becoze of 1 thing: visible bases

i mean eery1 will buy a traper camp becoze is cheap and it does not need to be defended

if you can see some bases this will enhace the PvP

i do not understand if you buy a bog outpost other players can't see it,is a big F****** building,how can you go over it

to batle inside bases is the best idea eva
Hehe, this is an old friggin post man, but yeah its a good one.
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Re: Faction 's OUTPOST” strikes back
« Reply #24 on: August 11, 2010, 07:34:18 pm »

what about waiting 3D? :) when itll be finished, you can start char etc as a mutant/ghoul, and if youre ghoul, youre able to join Unity, if youre human with no mutation, got chance to join Enclave, etc. or as it was in Fallout 1, you could go to that green goo to turn into super mutant (if non-successful, then just ghoul) that way youre gonna be accepted as their brother/sister.
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Sius

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Re: Faction 's OUTPOST” strikes back
« Reply #25 on: August 11, 2010, 10:26:39 pm »

Well this is a really nice idea but I liked the original one better. Anyway I'm afraid that this could easily slip into stereotype such as current TC did. What I think we need is something, that will force players to meet together at same time and fight against each other in order to maintain their faction power or increase it. I mean this is the first idea that would create natural friends and natural enemies ingame and thats good and very needed thing. WoW has its Alliance+Horde and FOnline definitely needs some ingame lore conflict that will give players reason to choose sides, support friends and eliminate enemies. But if it will be as "simple" as this seems to me so far, then we will have just another way how to beat the shit out of each other.

I'm looking for something more than few random fights where winner takes all. I think this suggestion is a good place where to test something like long term battles where one loose or 6-7 hours without players keeping an eye on things would not be such a big deal. Simply if it comes as another "24/7 defense or be prepared to loose", then it would not bring that much. But if you guys come with some ideas how to make attack/defense truly unique such as long term siege or "infiltration-corruption-destruction" chain or something like that, then this could bring some fun. Also this could be perfect place how to introduce "battlegrounds" into the game as a part of attack/defense system of these faction outposts. But as I said if it comes as another TC only in different cloak then "work>gain".
Re: Faction 's OUTPOST” strikes back
« Reply #26 on: August 12, 2010, 09:49:30 am »

This suggestion would get FOnline to a real persistent world game.

Today, players take town. The next morning, another gang get it back. It's the same thing everyday, again, and again (and again and again and again (cf. The horribly slow murderer with the very inefficient weapon)).
It's like nonsense.

With this new system, everyone would have a real feel of who rules the land (wich gang, wich "order"). And with this, there will be more people that involve in this struggle for power, the land will seems more "alive"...

I totally approve, this is a "must be" for FOnline.
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Gatling

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Re: Faction 's OUTPOST” strikes back
« Reply #27 on: August 12, 2010, 05:35:55 pm »

I like this idea, except for the usual "Enclave, BoS" wants.

I'm fairly against those being used as factions to join, at least until there is something a little more epic (read: not deathmatch related) than we have at present.  They are some of the superpowers, and should be treated as such.  People wandering in to join seems wrong. 

With that said, there is now a gap of "Then who?" Well there were several large places besides those, that could want to expand like this.  Frisco Communists, Vault City, Hub (No one said that they had to be happy to be a part of NCR, the outposts a first step to proposed secession?  :D ), why not even Gecko or (preferably) Necropolis/Gecko alliance outpost, and the already mentioned NCR.

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Nikey646

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Re: Faction 's OUTPOST” strikes back
« Reply #28 on: August 17, 2010, 03:37:55 pm »

Even tho this is very old (first page old), most comments praise this...

so why not bring it back up to the top to be thought about again :P

come on Devs, we all want this to happen, so please if you got spare time after the 3D models can you make this 1 happen :P
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Sius

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Re: Faction 's OUTPOST” strikes back
« Reply #29 on: August 17, 2010, 08:13:22 pm »

come on Devs, we all want this to happen, so please if you got spare time after the 3D models can you make this 1 happen :P

Dude 3d models are not happening without 3d modelers and afaik devs don't have anybody for that job. Just take a look at weapon models. Very promising at the beginning but now its dead as Radscorpion in "Radscorpion and NCR rangers" encounter.
But my point is to wait for what this months update (I hope it will come this month) brings us and then we will see.
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