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TC system

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Catoptromancy:
Influence cap and allies.

The hard part about this season is convincing people to abandon their faction to help another faction TC. The only factions that will want to pvp are ones with similar numbers at certain times. When 4 people try to tc against 9 it is not likely the 4 people are going to keep coming back for more action. If the 4 people are being helped by a 5 member allied faction, then they lose influence. Last season when it was 5 v 15, allies were called in and some really good pvp went on.

Forcing factions to tc alone is the one major problem. 15 people of mixed factions waiting for action downtown is much better than 5 people of same faction hiding while afk. If the goal is to gain influence, then afk hiding is the better option.

Add options to a faction's terminal to allow their influence to be counted toward another factions.
~influence command will show influence amount and what faction the influence is being counted towards.

T-888:

--- Quote from: Catoptromancy on February 02, 2012, 11:42:54 PM ---Last season when it was 5 v 15, allies were called in and some really good pvp went on.

Forcing factions to tc alone is the one major problem. 15 people of mixed factions waiting for action downtown is much better than 5 people of same faction hiding while afk. If the goal is to gain influence, then afk hiding is the better option.

--- End quote ---

I like you , you make sense.

For now this is the only way how smaller gangs or just not as powerful ones can take cities , http://imageshack.us/photo/my-images/843/toiletcontrol.jpg/ or when we are sleeping , nobody tries to do anything in day. This is the fourth or fifth day that i had only some PvP at very late hours most of the day is just nothing going on , we had much more PvP even when the whole community thought 2238 was dead. Pretty much completely no interaction between factions in cities , same shit all day , every day.

That's why i prefer old TC timer , sure it's not perfect. Factions taking towns when we sleep , multiple team situations on WM some backstabbing happens , then there are problems that co-exist in both systems. But fuck , at least something would happen , some action.

ErnestGaskin:
Do you guys purchase special keyboards that have "PvP" buttons so you would not have to write it every time?
If not, you should consider it.


Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

Nonsense.

T-888:

--- Quote from: ErnestGaskin on February 03, 2012, 12:11:10 AM ---Do you guys purchase special keyboards that have "PvP" buttons so you would not have to write it every time?
If not, you should consider it.


Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

Nonsense.

--- End quote ---

Hating PvP won't make RP pretty.

Cities are warzones because factions should fight for them , it's a feature called town control for a damn good reason , so it makes a lot more sense than you actually can comprehend. Entertainment is a part of it all for certain groups of players , actually for most of the server population. Your the minority that doesn't like TC in general , so deal with it.

Badger:

--- Quote from: ErnestGaskin on February 03, 2012, 12:11:10 AM ---Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

--- End quote ---

I have no idea why town centres are still combat areas. I can understand having a town controlled by a faction, but having the centre of that same town be the actual warzone seems ridiculous (so does fighting in maps not designed for combat).

Give TC its own specially designed maps. Some examples: if you want to control Modoc you siege the (redesigned) Ghost Farm, if you want to control Reno you have a showdown in Golgotha. Winning the fight against the controlling faction gives you control of the nearby town and associated rewards. The town centre is still under faction rule, but it's not a clusterfuck of a warzone. Militia would then logically serve as town protection, not faction goons.

Make PvP Battles more structured. Limit team sizes for both attackers and defenders. Prevent players from re-entering this specially designed map once they've died. If there's nobody to defend, the attackers fight the defender's militia.

I don't get why we can't have a system like that instead of rockets flying around Klamath.

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