Other > Closed suggestions
New Town Control system
Ghosthack:
I think that some of these suggestions are good and worth trying out. In general I think having smaller rewards frequently is the way to go. Timewindow was a mechnism to prevent "bluesuit capturers", making sure that the faction that controlled the town didn't have to be awake 24/7, this was however before the notification system (countdown) mechanics were in-place, so it's not certain that we'll have the same problems as then. Again, this needs to be tested, tested and tested a bit more. The reason why we've been waiting with changing the current TC is that we've need more feedback so that we can truly improve it instead of just making or worse, or invoke the "they changed it, now it sucks" phenomonen.
This suggestion will not be implemented before wipe, however.
--- Quote from: Misiolap on February 17, 2010, 05:48:28 pm ---About town control reward:
Currently equipment of one soldier put for a town control fight is worth more than the reward itself.
I'd suggest changing reward from caps to some items that are unavailable otherwise, or very hard to obtain.
--- End quote ---
This was already tested, in some sense, by having excess items that were traded in the town and things dropped nearby in encounters transfered to the town. It didn't really work out as well as we'd hoped, so it's not likely to return.
What I'd like to see, is some suggestion of how to truly make TC into town guarding, where the players don't benefit by gridcamp killing random bluesuits that enter the town. This is harder than it sounds, as we all know that a bluesuit may either be a scout of an enemy faction, or simply an innocent loner.
Misiolap:
--- Quote from: Ghosthack on March 01, 2010, 05:24:31 pm ---This was already tested, in some sense, by having excess items that were traded in the town and things dropped nearby in encounters transfered to the town. It didn't really work out as well as we'd hoped, so it's not likely to return.
--- End quote ---
New system with caps is better than the old one, but there's imparity with effort put into the fight.
I'd suggest some usefull special items, which would not put the balance out (some kind of "cherry on a cake"), for example:
- Armor Hardening Kits (+2DT/+5% DR improvement for one armor - equivalent of Toughness perk)
- Motion Sensors
- Pack of cookies (25 cookies)
Amrok:
--- Quote from: Ghosthack on March 01, 2010, 05:24:31 pm ---What I'd like to see, is some suggestion of how to truly make TC into town guarding, where the players don't benefit by gridcamp killing random bluesuits that enter the town. This is harder than it sounds, as we all know that a bluesuit may either be a scout of an enemy faction, or simply an innocent loner.
--- End quote ---
The reason of BlueScouting Exploit is the lack of death penality...
A little thing that may avoid this systematic grids killing could be to link the reward to town economic's activities.
The idea is that town economy is for a great part made by players.
So, killing all guys on grid would be a lost for town attacker.
This would make more sense in my mind, and help to stand up town life.
Big squad would have an interest to be attractiv for people, and push new player to leave the NCR bluesuit park.
Misiolap:
--- Quote from: Amrok on March 02, 2010, 09:48:25 am ---A little thing that may avoid this systematic grids killing could be to link the reward to town economic's activities.
The idea is that town economy is for a great part made by players.
So, killing all guys on grid would be a lost for town attacker.
This would make more sense in my mind, and help to stand up town life.
Big squad would have an interest to be attractiv for people, and push new player to leave the NCR bluesuit park.
--- End quote ---
That would be very good. Such system should be designed upon a foundation that it would be more profitable to help a player stay alive at town and collect o good reward, than to kill him and take his possessions.
skejwen:
Such system was already tested - it failed completely (:
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