Other > Suggestions

TC, lets flesh this out.

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Solar:
Well, in the hopes of nailing down a solid concept of TC, I thought I'd try this. Do not troll in here thanks.

This needs to have all the details ironed out ahead of time, because (unsurprisingly) people are starting to get sick of remaking this ;)

Anyway, to quote myself from my concept thread:


--- Quote from: Solar on February 06, 2012, 01:41:57 PM ---OK, TC.

First things first, there should be some way to display the current influence of the top 3 gangs competing for the town.

The equipment checks can be eased quite a bit too, especially for armours. LA I and II should be fine to use.

Scenarios.

Instead of having Influence just ticking up for standing around in the town, this should be some randomly assigned task. Each one should have a time window they have to defend and success means the town is locked for other tasks for some time. Ball park figures of task takes 15 mins, lock out is 30 mins or 20 mins/40mins.

- Defend the town for X minutes. This is essentially just standing around in the town (!) but it gives a server message, so gangs know they have to come and stop them. This should discount all buildings

- Defend building X. This is basically the inverse of the above, you must keep X number of players alive and inside the building

- Repair Generator. You must bring whatever materials and use them to repair something - obvious example is the reactor in gecko. There could be multiple terminals to use, when you repair them you give a server message saying

*1/5 terminals being repaired in Gecko in X minutes*
*2/5 terminals being repaired in Gecko in X minutes*

The X minutes would depend on the char used to start the repair.

- Stock local brahmin supplies/slave supplies - obviously Modoc/Den. Bring X number of cows, keep Y number of cows alive for 15 / 20 minutes.

- Repell Raider attack. Raiders will be spawned and attack citizens over the next 15/20 minutes. If you can stop more than X citizens dying you complete your mission.

- Defend Caravan while it unloads (natural finish point for any real caravans we have in the future)

- Others?

Influence Effect

If you complete these successfully you get the loot (which doesnt depend on influence) and you get influence points.


Those gangs who achieve over X influence points in a city can then compete to "control" the town every 26 hours. The winner gets bonus loot (which heavily depends on their amount of influence.

They are also allowed to set the rules the town lives by. Most obvious thing is the rules for the Militia, but anything else you can think of too.


Militia.

These need to be limited to something like a max of 10 at one time. Don't think they need to cost anything either. Mercs should not be added to militia. They should disappear if a scenario is started, or their time lapses (max 30 mins each time).

Controlling gang can deploy Militia at any time there is not a scenario on going. They don't act like the controlling gangs mercs, they act like guards, enforcing the towns rules. They will attack even controlling gang memebers.

Anyone who fires should then not be protected by the guards, so gangs can defend themselves by returning fire.

Every 3 minutes the militia are out defending the town should give the controlling faction 1 influence. Up to a maximum of 10.

An enemy gang killing militia should gain 1 influence for every Miliitaman they kill.


Opinions? :)

--- End quote ---

Perteks:
About militia.
I think its should be pay like mercenaries.
Reduced number to max 10 is cool but remember to dont give them shitload hp.


About influence i don't have any great idea lets somebody other talk about it

naossano:
I prefer more militian, but spread all over the town, not focused on town center.

falloutdude:

--- Quote from: Perteks on February 09, 2012, 09:17:51 PM ---About militia.
I think its should be pay like mercenaries.
Reduced number to max 10 is cool but remember to dont give them shitload hp.


--- End quote ---
maybe you should look up what millita is before suggesting to pay them... millita dont fight for pay they fight for there country , land what ever it is. if they get anything from it (ie train,money,items) its because thats there spoils from the people they killed.
anyway 10 millita is bad idea because a faction can allready killed 20 milita with ease even when they have high hp.

about influence, solar i really think this whole thing should be removed. it just makes people who want to tc waste there time afking in town for hours. please just remove this and lets get back to old tc with longer timer.

Perteks:
Ofc only bigger gangs can kill 20 militia when gather 30 people in one rush but 20 vs 20 militia will win for sure ;) and only vs militia not milita+players

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