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TC system

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Glumer:
I think change influenc on % of influence can change tc. Now is somethink like brahmin shit.

kttdestroyer:

--- Quote from: Solar on February 03, 2012, 01:44:34 PM ---I actually like the idea of the windows being *for* something.

Say you went to talk to the town leader, he then had a small pool of things the town wanted which were chosen from randomly.

He'd pick "Clear out the Mine", "Fix the reactor", "Defeat incoming Raiders" for you.
-> Message goes out telling everyone who is trying to do what and timer begins
-> Other gangs could come in and stop it
-> Influnece +/- based on who succeeds in what (-ve for gang stopping you, +for doing the mission)
-> If you have succeeded you get the loot which depends on your overall influence level.

--- End quote ---
Quests are mostly repetive... Sorry but as long as quests will be based on NPCs, they will i think always repetive... A lot better would be player based gains i think. A possibility could be to give the "only want to pvp" players 1 or 2 cities with simpler rules, like old timer that strongly encuraged pvp with its "king of the hill" gameplay?

I think more things like if a, neutral player goes in and trades or mines or sell slaves and walks out alive, should give influence towards the faction (more influence the more players online at current moment maybe). There also must be limits in this, like a set little amount of influence the faction gain from each of those neutrals per hour/day, so it wont get abused by gang alts. If this neutral player attacks controlling faction member or anyone in town (if he starts a fight) he should be also excluded from any negative influence towards controlling faction for a day, or even two (maybe random between 1 and 3 days), so controlling faction can dispose him without any negative gains. Also, players that attack should be remembered by militia... Lets stop this sneaker suicide madness please.


--- Quote from: Stration on February 03, 2012, 11:05:02 AM ---If you're talking about WWP, you should take a cold shower, that will wake you up.
--- End quote ---

Haha, dude, i suggest taking a cold shower yourself... Ernest said "Sarmatians"... Have you even played last wipe or you just showed up here talking about something you have no idea about?

I just say, when Ernest says "Sarmatians" why would he mean "WWP"? If he ment "WWP" i am sure he would have said "WWP" ;P BHH was WWP too for you i guess  ;D

sowol:

--- Quote from: Wichura on February 03, 2012, 01:12:53 PM ---And yet you don't bring any of ideas to fix TC, but keep the trolling up. High five, Mr Troll :>

--- End quote ---

Turn off influence, get back last session tc system, for me could be all to play, and don`t care about mili or mercs.

Sarakin:
I agree with statements written together by Hovinko and pti4ka, except the excluding of buildings. I dont see nothing wrong with camping in buildings, most of the time, its a deathtrap to those who are inside and there are numerous ways how to clean them out.

I like the idea of receiving reward both while in the city and while not, but the ratio should be around 1:7 (1 hour of camping inside the city nets you same stuff as being 7 hours not in the city).

Even your butthurt about small-gangs-not-being-able-to-control-city annoys me falloutdude, this last suggestions sounds interesting. Big gang sets a small gang as a deputy, so both gangs gain profit. Big gang doesnt have to be inside the city to receive more stuff, while small gang receives a small portion of it.

Lastly I must say I like the new TC, just for the sake of having something new and fresh. TC shouldnt be like ping-pong when a town changes its owner every hour. By having considerable influence in it, some (AFK) gang shouldnt be able to take it during the night. Most of you are there for the beacon, not for controlling the city itself and this can be accomplished even without frequent change of the owner.

Glumer:
militia isnt problem, mercs too but problem is proxies. Militia is good thing but if defen 15 proxies its insane.

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