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Author Topic: TC system  (Read 32053 times)

Solar

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Re: TC system
« Reply #120 on: February 01, 2012, 08:29:10 pm »

So, the system which everyone knows isn't working that well is still not working that well, even though there's been no time to do anything to it yet? :P

To add something which isn't just repeating what we all know, can anyone convince me that Militia, as they are now, aren't completely pointless?
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DocAN.

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Re: TC system
« Reply #121 on: February 01, 2012, 08:44:23 pm »

I have an idea, which can help small faction. Idea which can bring more action in to TC...

After all bugs related with the milita get fixed, there could be an Influence Points System based on number of characters assigned to one Faction. This system should be related with faction base terminal.

In this way we would bring some chances to small factions, with low numbers of alts - they will gain IP faster.
Bigger faction with swarm of alts would get IP slower. (Slower mean that BIG fations will have to bring lets say 25% of their members, counted as alts assigned to faction terminal, to get IP as fast as Small Faction)**

Who will get benefits, i think all:
- small factions will be able to take cites, buy milita etc.
- big faction will get some pvp, they will get more options to retake cites.

What else:
- system should limit number of alts.

**
Small Faction - up to 10 players, lets count 4 alts per person so in Terminal there would be 40 alts.
Big Faction - more then 10 players, lets count 20 players with 4 alts so their Terminal would have 80 alts.

ie.: 7 guys from small gang is getting 0.1IP every 10sec, while in same situation big gang will need 20 (25% from 80) guys to get same speed. If they will have less, they will get less IP/10sec or something similar. If they will be able to bring more (proxy, etc.) they wont be able to increase their IP/sec above the speed for small factions.

I dont know if i explained it correctly but, maybe someone will get the point of my idea.

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pti4ka

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Re: TC system
« Reply #122 on: February 01, 2012, 08:50:17 pm »

Then small factions will come to city at nights, take it fast, loot and leave again...

Just put Influence limit on some real value(70-100) and fix server message about TC. It will be really nice for PvP and guarding cities..

Anyway that sings like some propaganda - because All fractions can come in the city now and get their PvP...but they not coming... Of course they can tell about SoT_Swarm but yesterday when we entered by 10 players in Gecko same number of Hawks(for example) with militia running away immidietly.

And there some screenshots with good swarm of small organisations...Where they all ? o_O

So TC is not a reason why there is no PvP on TC. (But of course now that not work as it want to be)
« Last Edit: February 01, 2012, 08:57:26 pm by pti4ka »
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Kombajn

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Re: TC system
« Reply #123 on: February 01, 2012, 09:02:32 pm »

Maybe something like this: one faction is taking the town, while town is under control only another faction may enter the city.
After appearing only one member of any faction, only another members of this faction may enter. No one else, any player, any faction.

And some other details: to set town contrl you need 5 people at least, maximum number is 15. While leader starts town control system is counting members of the faction. And this is the number of players of another faction who may enter the city.

There will be no mercenaries allowed. Only real players.
When the last member of one faction dies. Another faction is the winner and get the reward.

If this is shitty then sorry.

Of course there must be some option against cheaters like one faction creates another faction just to start fake battle.
« Last Edit: February 01, 2012, 09:09:55 pm by Kombajn »
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DocAN.

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Re: TC system
« Reply #124 on: February 01, 2012, 09:12:39 pm »

Yesterday i take a part in Current TC, we wasted 1hour and we gain almost 10IP, 7 players in top stuff.
At least we had some PvP with Hawks, after an hour we left the Town with loot. I heard that we would have to stay there for another 10+ hours to caputure the City.
Thats why i made suggestion above.
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Re: TC system
« Reply #125 on: February 01, 2012, 09:30:13 pm »

You didnt change militia at all. Still OP feature which is used only for PKing random people in towns. For me? Useless feature for it start
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Re: TC system
« Reply #126 on: February 01, 2012, 09:39:34 pm »

To add something which isn't just repeating what we all know, can anyone convince me that Militia, as they are now, aren't completely pointless?

Militia = useless => Remove it!
Its simple as that. Really. I dont even think any possibility how to make militia usefull.
Everytime it can be killed with only a bunch of players, cause they are stupid. They are usefull only as meatshield in some TC, when one gang are always buying them to support defenders. That is only iritating and it doesnt help to have fun in TC or PvP.
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Rascal

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Re: TC system
« Reply #127 on: February 02, 2012, 03:09:13 am »

I think militia is needed but it need some changes.
Max ammount of it should be 8 not 20.
Other faction cannot starting getting influence if they didnt kill militia. This is huge issue, very important for all TC.
It gona prevent current sick situation where gangs are using rats tactics.
They put 5 chars closed inside BoS bunker in den idling for all night gaining influence, covering behind Beckys guards idling, hidden at the edge of the map or just staying near grid and as soon we enter to kill them they run away like pussies. If they need to kill those 8 militia before they could start getting influence then wont be able to do such pussy tactics, they would need to gather some force in order to kill it and then we could kill them.
But ofcooz they are crying that there is no pvp xD no wonder if they runaway or dont try to fight.
Moreover militia is usefull for holding city faction to not get killed by suicide attack from enemies sneakers (not in TC) or just to trade safely in my own city.
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TKs-KaBoom

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Re: TC system
« Reply #128 on: February 02, 2012, 05:31:02 am »

I have most awesome suggestion for tc, I tried it once, it was just waiting in town killing npcs for hours.  Don't waste your time, its just ghey....
Oh wait!  I bet you will enjoy it!
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pti4ka

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Re: TC system
« Reply #129 on: February 02, 2012, 06:36:45 am »

Militia = useless => Remove it!
Its simple as that. Really. I dont even think any possibility how to make militia usefull.
Everytime it can be killed with only a bunch of players, cause they are stupid. They are usefull only as meatshield in some TC, when one gang are always buying them to support defenders. That is only iritating and it doesnt help to have fun in TC or PvP.

It helped people to stay inside cities and get some life there. Nobody will not stay inside without some cower by Armed character.
If all militia will be deleted it will be a ghost-cities full of sneakers...

Yesterday i take a part in Current TC, we wasted 1hour and we gain almost 10IP, 7 players in top stuff.
At least we had some PvP with Hawks, after an hour we left the Town with loot. I heard that we would have to stay there for another 10+ hours to caputure the City.
Thats why i made suggestion above.


Ok, for example I can get you free information: Gatlig-lasers dont getting influence points. And I hope Developers will fit it.

There should be a compromise: It should be not possible to get City in one night (if there are 4-5 people who camping some store) but in 2 nights - yes (if TC-organisation will not take it back)

The way: 80-100 influence limit with correctly working militia and TC-messages would be enough...


If you want TC - I agreed it need to camping for fer days now...rat tactic etc. But if you really want PvP - just come is some city and start some action. And you will get it. But half of organisation leaving map want they have same or bigger number... So this "no-pvp" on forum just a propaganda.

Agreed with Rascal but need to fix Militia-directions for militia before because now sneakers coming armed and 1hexing militia. When militia command to shoot armed people will work it will be possible to make just 10 militia...

« Last Edit: February 02, 2012, 06:51:51 am by pti4ka »
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Re: TC system
« Reply #130 on: February 02, 2012, 07:06:42 am »


So TC is not a reason why there is no PvP on TC. (But of course now that not work as it want to be)

The reason why is no PvE on TC is about big last exploits, bugs on server making game for someone vs others even more than harsh(as always).
- Numbers vs numbers during fight.
- Also whole mercs system making TC - PvE fights( I dont see any fun going with other 7 players in full stuff to some city and fight with 15 npcs and than fight against 20 mercs and 15players...)

Militia = useless => Remove it!
Its simple as that. Really. I dont even think any possibility how to make militia usefull.
Everytime it can be killed with only a bunch of players, cause they are stupid. They are usefull only as meatshield in some TC, when one gang are always buying them to support defenders. That is only iritating and it doesnt help to have fun in TC or PvP.

+100
Adding militia into game mechanics definitely was one of the biggest mistake ever made for TC system 2 sessions ago(as I remember "great" nice boat suggestion...) From the beginning there are only problems, exploits connecting with militia and kills PvP fun.
About influence system, idea is good but it take too much time for gang to take control of the city. The most I like that there is no world clock message and there are less chances that some gang are camping on world map when you are fighting with another one inside.
« Last Edit: February 02, 2012, 07:13:40 am by MeganFox »
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Rascal

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Re: TC system
« Reply #131 on: February 02, 2012, 11:12:38 am »

Quote
20 mercs and 15players

have u seen single merc used in tc in this wipe ? couse i didnt
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avv

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Re: TC system
« Reply #132 on: February 02, 2012, 11:45:58 am »

+100
Adding militia into game mechanics definitely was one of the biggest mistake ever made for TC system 2 sessions ago(as I remember "great" nice boat suggestion...) From the beginning there are only problems, exploits connecting with militia and kills PvP fun.

Man try to understand this: militia is there to encourage players to stay inside town when they are like 1-3. When you stay inside for extended periods of time, your alertness level drops and attackers have a big advantage. Militia is there to allow players to exist in towns without constant fear of being swarmed or ambushed.

Militia's problem is that it can be too strong and numerous. It's role should be only to delay an organized attack so that the ones inside can escape and do a proper regroup.

Rascal's ideas are good.
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Rascal

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Re: TC system
« Reply #133 on: February 02, 2012, 11:47:33 am »

very good point avv
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Re: TC system
« Reply #134 on: February 02, 2012, 12:15:37 pm »

have u seen single merc used in tc in this wipe ? couse i didnt

??? I dont understand your sentance in respond to mine. You asking me have i seen single merc commander or what ? I saw 20mercs one after another swarming sheriff room and 14 other players waiting outside building on street, is it enough ? Everyday you can go to city like Broken hills and saw army of muties added to milita. You both really think that militia system is good ? I thought we all players have enough of fight against mutants spawning on grids all that PvE shit in city and you still try to say that it is good ? Even more stupid is possibility to bring 18 militians where city is in your control and enemy is taking city. I can bet that devs for next months wont fix this and you will be able to bring 500hps mercs into militia like it is from long time. Another great thing is that now whole city attacking you when you shoot to some random guy added to faction controlling town  :o

Man try to understand this: militia is there to encourage players to stay inside town when they are like 1-3. When you stay inside for extended periods of time, your alertness level drops and attackers have a big advantage. Militia is there to allow players to exist in towns without constant fear of being swarmed or ambushed.

Militia's problem is that it can be too strong and numerous. It's role should be only to delay an organized attack so that the ones inside can escape and do a proper regroup.

When you are 1-3 and you just want to stay in city and militia will encourage you, belive me If i will enter with 14 other armed guys militia won't help you. Of course if it is default militia not added mercs v 400hp's. So If your point is to stay in city only for lulz and only if someone will came than try to run away and regroup, so what's the point of staying there ? Controling the town should means that you ve got a good amount of well equiped players who can really defend that city. Not some bluesuit sneaker added to faction base standing with assault rifle and shooting everyone using militians or you and your 3 other friends want to chat in city It s TC not NCR...
And if your suggestion is to make militia less stronger it wont' change nothing. Some other 3 guys if they will try hurt your 3 friends standing with 20militians, still they have no chance when its 10 militians => swarm gang will come still no difference between 10 or 20 npcs. Problem is with miltia's exploits and possibility to adding them when other same powerfull gang is gaining influence in town in same time.
« Last Edit: February 02, 2012, 12:33:30 pm by MeganFox »
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