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Poll

Do you like this idea?

Yes
- 38 (84.4%)
No
- 7 (15.6%)

Total Members Voted: 45


Pages: 1 [2] 3

Author Topic: New Town Control system  (Read 9654 times)

Nice_Boat

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Re: New Town Control system
« Reply #15 on: February 17, 2010, 02:56:33 pm »

The mercs should be limited in numbers not to make them a real force in a normal battle, but they should be strong enough to stop bluesuit-trolls taking the town or really small, unorganised groups. In case of a real attack on town they should just give the defenders a bit more time to prepare. The 10-20 number is just an idea, it should of course be balanced by watching how it all goes ingame.

That's somehow his idea I think ; the good point of it is that you can't manage those mercenaries (thugs), nor place them. You pay for them all at once and then you're done. Maybe you could buy for a new squad of them too, if you were paying a very expensive price ?

Another suggestion, Nice_Boat, maybe when all the thugs are dead, the town does not belong to your faction anymore, but is returning to a neutral state ?

New squad might overdo it a bit, it's all a matter of balancing things out once the basics are there - it's always an option to consider. Returning to neutral state would mess with the reward system a lot I'm afraid, and I wouldn't really want to force people to buy the militia - if they want to guard the town for an hour or two and leave, why prohibit them?

Quote from: Solar
Do you mean that multiple gangs could buy "mercenaries" at once, then they all spawn at the start of TC hour and only when all hostile mercs are gone that you could take the town?

No, militia would be there just to make things even, TC hours would be gone. I mean, since you can attack 24/7 the defenders simply have to have some sort of force that's going to buy them some time and make up for the fact that they're not going to be on guard duty there all day.
« Last Edit: February 17, 2010, 03:03:01 pm by Nice_Boat »
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Solar

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Re: New Town Control system
« Reply #16 on: February 17, 2010, 05:18:22 pm »

Ah, then no, windows will need to remain.

But this has the basis of a decent idea somewhere in there I'm sure.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: New Town Control system
« Reply #17 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.
« Last Edit: February 17, 2010, 05:53:58 pm by Misiolap »
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dskpnk

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Re: New Town Control system
« Reply #18 on: February 26, 2010, 01:19:07 am »

up
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Re: New Town Control system
« Reply #19 on: February 26, 2010, 07:37:18 pm »

I have another suggestion for the TC.
Can I develop it here, or do you prefer a new topic ?
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Ghosthack

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Re: New Town Control system
« Reply #20 on: March 01, 2010, 05:24:31 pm »

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.

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.

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.
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Re: New Town Control system
« Reply #21 on: March 02, 2010, 02:14:51 am »

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.

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)
Re: New Town Control system
« Reply #22 on: March 02, 2010, 09:48:25 am »

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.

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.
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Re: New Town Control system
« Reply #23 on: March 02, 2010, 12:06:16 pm »

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.

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

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Re: New Town Control system
« Reply #24 on: March 02, 2010, 12:27:51 pm »

Such system was already tested - it failed completely (:
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Re: New Town Control system
« Reply #25 on: March 02, 2010, 12:37:54 pm »

IMHO mostly because you had more profit from simply killing player, than waiting for the reward.
« Last Edit: March 02, 2010, 12:45:19 pm by Misiolap »
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Re: New Town Control system
« Reply #26 on: March 02, 2010, 05:16:55 pm »

Can you develop the reasons, skejwen ?
Maybe the failure was most a context issue than a system one.

I have sometimes the feel that people see TC as a big squad need of interest.
Personaly I see it only as a mechanism for the whole population, a real game mechanism.

The major problem on the server is for me the lack of player interaction (friendly as hostile).
Dynamic come with the need. And there is any real one at this time, once you have your base (and genraly a bunch of alt...arf).

This proposition was on this purpose. Push/help people to have more interaction (other than basic killing).
Supporting fully this mind would need other change for sure (crafting limit, limited/localised ressources...etc)
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gordulan

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Re: New Town Control system
« Reply #27 on: March 02, 2010, 06:23:43 pm »

or maybe we could have the faction name under the player's feet, so that one would know if the player is part of a hostile faction and a scout, or just some unfortunate loner.
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Re: New Town Control system
« Reply #28 on: March 02, 2010, 06:29:40 pm »

unfortunate loner.
can be scout too.
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Re: New Town Control system
« Reply #29 on: March 02, 2010, 07:31:59 pm »

or maybe we could have the faction name under the player's feet, so that one would know if the player is part of a hostile faction and a scout, or just some unfortunate loner.

I think some kind of server-side name/outline colouring could do that job pretty well.
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