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Author Topic: TC system  (Read 31173 times)

TC system
« on: January 19, 2012, 03:11:58 am »

Wipe changed many things including Tc system, we can like it or not but tc system is not olny for me weakest part of this wipe...we have to stand in city for few h to gain influence, and every time 1 guy can buy every 10min 20milisians and rush with them...this is never ending story...same with adding mercs to militia...for example 20 players and in bh taking town and 3 guys who owned city adden on south 18 300hp mele mercs with rocket launchers and in milita they have +500hp and ma mk2 armors...even if they defeted 18militians and 3 mercs leaders they looses tons of drugs amo and they lost few players...and gang Y who owned town can do this every 10min until they lost city but in real time it takes few hours..
my solution remove or nerf militia (strenght or number) or cancel option buying/adding militia when "multiple fraction is in the town"...other way it is almost imposible to tc town with out advantage 2:1 - 3:1
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Michaelh139

  • Goin for 900,000...
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Re: TC system
« Reply #1 on: January 19, 2012, 03:20:42 am »

Judging from this alone (haven't participated in tc this era yet) it does sound... extremely retarded. ;)

It is one of those things, that should've been thought of and precautions made with no problem.  ( I Know it's beta but this was seriously in your face obvious imo  :P)

Hope tc gets fixed, though I doubt it'll make much a difference, the first to control have gone above and beyond every other entity in the wasteland with next to no effort.  And that's normal, except it appears it's next to impossible to take it away from them, so they, along with the militia, practically stand un-contested raking in shit-tons of caps with little effort.
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Marko

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Re: TC system
« Reply #2 on: January 19, 2012, 03:29:55 am »

[vent]The TC system is not the only issue though; how one Russian player can easily close-hex 3 US/Canadian players and kill them all without taking any hits himself is too. How he even has an Avenger yet is too. How his movements were faster than i can ever move is too, as if his computer is on speed. How my weapon can break on first try [again just like last season's TC] even though i have not had any such weapon failures in the wasteland is too. Too many unexplained things here. I want to yell "foul". I would say "back to crafting" but that's been effectively removed from the game along with 99/100 caps.[/vent]

*whew that felt good. I'm all better now*
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Re: TC system
« Reply #3 on: January 19, 2012, 04:00:53 am »

use 1 shoot 1 hex SD bursters to get rid of militia :]
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pti4ka

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Re: TC system
« Reply #4 on: January 19, 2012, 06:54:26 am »

What this tread about ? About that you not able to TC cities ?

First of all 3 guys will newer able to buy militia if 20 guys stay inside.

2nd. It was be possible to buy militia in all sessions wasn't it ?

3rd. militia have about 300 hp

So stop crying if you have some problems with playing.

About TC on this session.
It have some bugs but main idea are interesting. Normal stuff in lockers and necessity to stay inside make TC more interesting.
If will be fix of "directions for militia" and "TC timer" that would be really perfect.
« Last Edit: January 19, 2012, 06:56:58 am by pti4ka »
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Re: TC system
« Reply #5 on: January 19, 2012, 07:33:18 am »

Yea, only ones who can be happy from TC are SoT, with infinite supply of money and later with shitload of mercenaries, for many months to the next wipe. Good job devs, keep your work more funnier. Btw, the new TC also support creating of new allies/swarm. Only one chance to have normal fights are in Hinkey, I prefer Hinkley, TC is dead ahead.
« Last Edit: January 19, 2012, 08:10:58 am by McBorn »
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kompreSor

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Re: TC system
« Reply #6 on: January 19, 2012, 07:42:15 am »

last TC System is very batter than new... but need to wait for the new wipa or to another server, as you do not like this server ...

pti4ka

  • SoT
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Re: TC system
« Reply #7 on: January 19, 2012, 08:11:46 am »

Nice butthurt McBorn  ;D

Yeah go Hinkey to hill pain in your ass by killing noobs.

"SoT cheeters are killing all aaaa aaaa aaa"
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Re: TC system
« Reply #8 on: January 19, 2012, 08:15:18 am »

And you enjoy boring, poor fights.
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Pozzo

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Re: TC system
« Reply #9 on: January 19, 2012, 08:29:20 am »

For now we can't give an opinion about new TC system because we are testing it. In fact we are all testing the new features.
SoT prefer to test TC system but other gangs prefer to discover this era step by step.
Even if SoT got a high amount of stuff and caps the main goal of this game is having fights (and fun). And be sure that soon they won't be able to keep all the towns they have now because a lot of gangs want their piece of cake :) So they'll have to choose a single town to defend.
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Re: TC system
« Reply #10 on: January 19, 2012, 10:17:02 am »

Yea, only ones who can be happy from TC are SoT, with infinite supply of money and later with shitload of mercenaries, for many months to the next wipe. Good job devs, keep your work more funnier. Btw, the new TC also support creating of new allies/swarm. Only one chance to have normal fights are in Hinkey, I prefer Hinkley, TC is dead ahead.
No idea why people talking about they dont know.
Who already captured towns know that TC giving not more than 1-2k caps in hour it is near 25-50k in day. Some people without TC farming more than 50k in day.
« Last Edit: January 19, 2012, 10:18:44 am by Skycast »
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Re: TC system
« Reply #11 on: January 19, 2012, 10:46:36 am »

There are not enough gausses in the whole server that we couldn't buy , so keep on coming we appreciate good business. :)
Ehm, 4 cities, its cca 150k caps per day, bank account, in result cca 7 milion caps for first month since Wipe. Nobody want to spent the time by earn money each day.
« Last Edit: January 19, 2012, 10:48:55 am by McBorn »
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pti4ka

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Re: TC system
« Reply #12 on: January 19, 2012, 10:52:46 am »

Ehm, 4 cities, its cca 150k caps per day, bank account, in result cca 7 milion caps for first month since Wipe. Nobody want to spent the time by earn money each day.

Wtf is that ?

Man that's paranoia maybe... You need some psychology help in hospital? Or just delete FOnline: that's easier way  ;)

ps. We have 500K cups per day ;)
« Last Edit: January 19, 2012, 10:55:17 am by pti4ka »
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Re: TC system
« Reply #13 on: January 19, 2012, 11:24:45 am »

Wtf is that ?

Man that's paranoia maybe... You need some psychology help in hospital? Or just delete FOnline: that's easier way  ;)

ps. We have 500K cups per day ;)
500000000000000000000000000000000000000000k caps
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maszrum

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Re: TC system
« Reply #14 on: January 19, 2012, 12:43:23 pm »

flame topic, again? really?

as im said before in some other topic - new system definitely have really big potencial but need some work on it.
milita was always a problem. 20 of them is way to much, some gangs r using them as a shiled that they can safely hide. the biggest issues in this season is a "influence broadcast" message - we need to scout all cities 24/7 to be sure nobody is actuaally taking them. some gang can just hide somewhere on edge of map and stay there forever and we never notice that. another thing is even if we really want to catpure modoc form vsb ( for example ) we have no idea how long we need to stay there to obtain control. that can be 20minutes or 5 hours. there should be some command to check influence point of other gangs or gang which is currently controling the city ..mabye in pipboy?

pozzo who siad we are not testing other features? we doing everyhing in same times - is way much easier to do this when you have constant income of money ;) ofcourse will be nice to have more actions then 1-2 per day ..but what to do? exploiting bugs, preparing gang for incoming, neverending circle of swarm, shooting bluesuits togheter on teamspeak is still funny ;)
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