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How do you like post-wipe Town Control/Perm control system

It sucks balls. I'm bored, enough of this shit.
It is great! Everybody likes world map campfest!

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Author Topic: PvP, Town Control, Perm control  (Read 7220 times)

Re: PvP, Town Control, Perm control
« Reply #30 on: March 16, 2010, 08:04:52 am »

I agree about making wider time windows. Also to prevent last 5min attack it could be changed to next way:
E.g. capturing time is 18-21 in Den and Modoc.
GangA controlling Den at previous day. If GangB attacks, then they capture town in 20 min. If GangC try to recapture, limit will be reset back to 20 min. If GangA, who have city before recapture it, cooldown will be reset to 0min. But if some gang (B/C/etc, except A) managed to capture town, then no capturing is allowed until next day.
This will lead to situation, when it will be impossible to control all towns by one gang. Bigger gangs could try to capture several cities, but it will be hard for them to protect all next day.
Also town could be attacked any time (so defending, will be bored most of time). If 2 big gangs fight for one city, 2 smaller could try to fight for another.

20 minutes is good time, allow 2-3 full attacks by one faction. If time is reduced, then capturing will be much easier by big alliances.

NPC during TC
I completely disagree that they should be removed, or reputation changes disabled. Start thinking: you are trying to get control of town, and killing citizens. No town will join to you then, because if you kill npc, they start to hate you. And if faction have good reputation in town (tries to play carefully), then it should be easier for them to control, as NPC will not disturb you.
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gordulan

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Re: PvP, Town Control, Perm control
« Reply #31 on: March 16, 2010, 04:48:39 pm »

well, would you stand in the middle of a firing range, between 20 or so guys with assault rifles on both sides? one of the bullets is gonna hit you if you are dumb enough to say yes, the AI is nonexistent in this game, it is more like AS (artificial stupidity) the npcs are dumb as hell, so removing them from the streets during the big battles sounds like a great idea.
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http://tf-2.fr/ach.php?a=Bend Over, Boyo II&b=Shoot 150 people as they are running away from you... In the arse&c=56&d=150&e=1703&f=1
Re: PvP, Town Control, Perm control
« Reply #32 on: April 12, 2010, 07:21:20 am »

Militia need to be fixed.  As long as they're useless town control is just back to which group has more level 21s.
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Re: PvP, Town Control, Perm control
« Reply #33 on: April 12, 2010, 06:32:18 pm »

Make the TC countdown variable, perhaps random 15-35 minutes, minus random 1 to 3 minutes per gang member above minimum required.

Make the ANNOUNCED TC coundown be inaccurate, say 10 minutes plus random 1-15 minutes, with announcement delay of 2-10 minutes. This way it will sometimes be a surprise- so scouting is encouraged. This will sometimes result in announcement of control attempt AFTER the town is controlled: Fog Of War.  

Town Control time also could be variable: random 60-120 minutes minus random 3-6 minutes minutes per gang member that leaves during that time. No points for coming back as that could be gamed.
Make the Town Chest fill immediately upon conquest and refill every random 10-20 minutes.

Chest money/etc. is affected by number of citizens killed and also by number of transactions done/amounts transacted by
the traders during TC time, not counting any transactions made by controlling faction members.
This would be gamed, too! Just make non-aligned traders and have them buy/sell back and forth.

Only way to really guarantee "Protective Behavior" is:

DRUMROLL

Have the game generate fake bluesuits to appear in town and wander around, pretend to trade, etc.

Killing them reduces chest amounts and TC time left.

TC time left is also never known for sure.

Of course, with crappy TC time the militias are too expensive.

I would get rid of all fancy weapons and make militia be Leather, Combat Leather, pistols weaker than 14mm pistol, shotgun, sawed off shotgun, molotovs, hunting rifles, occaisional 10 mm SMG.
They give warning to any with a gun in active slot like in NCR inner town but with only a 4 second warning.
Anyone tagged hostile from this gets mobbed.
Exception is made for members of the controlling faction and for designated allies (how to designate them?)

No crappy melee militia.

Also militia cost 300 caps instead of 1500 and you can buy 30 instead of 20.

Edit:
Perhaps renewal of TC is possible with a window at end of TC period-- controlling gang members in town will recieve warning that time is almost up-- random 3-6 minute warning.
In this time TC can be restored and Militia can have term extended for just 20% of original cost.
Pay lump sum for all or less with Say Button: lesser amounts result in some Militia dissappearing in proportion to the reduced payment.


« Last Edit: April 12, 2010, 08:09:29 pm by Swinglinered »
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I wish there were bags, backpacks, etc. in Fonline.
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