Other > Suggestions

TC, lets flesh this out.

<< < (3/23) > >>

T-888:
Most of this sounds solid and i'm looking forward for this all , the only thing i don't like is the random assignment why random ? Like we don't have enough randomness in the game , why add more ... seriously please give us the option to choose or at least choose but those assignments that are more complicated than just sitting around doing nothing could be rewarded slightly more. Random is bad.


--- Quote from: Solar on February 09, 2012, 11:15:24 PM ---Hour 1, Gang A takes on an event, they succeed and the rest of the hour is locked out for other gangs - they get loot and 10 influence.
Hour 2, Gang B takes on an event, they succeed and the rest of the hour is locked out for other gangs - they get loot and 10 influence.
etc.etc.

Influence is then all reset and the day starts again from zero, with another 26 hours to undertake events (which all involve PvP action) and at the end of that the qualifying gangs get to compete again.

--- End quote ---


So when day resets , there will be some period of time when it will not be possible to take the city at all or you will still be able to take it in any time and still get rewards and everything else based on influence ? End of the day ... that's what i'm wondering about.


--- Quote from: Rascal on February 09, 2012, 11:47:52 PM ---1. Max influence capped at specific levels.
-Redding and BH = 70
-Den and Gecko = 40
-Klamath and Modoc = 20
(this will provide a chance for smaller gangs to take some cities)
2. Gaining 1 influence point decrease automaticly other gangs influence by 1 point.
    So when ur faction has 70/40/20 all other factions has 0.
3. Message about faction X getting influence in city Y appears for all (any)factions members on server.
4. No TC zones except buildings - they are excluded from gaining influence.
5. The pace of influence gaining depends from equipment and numbers, tier 3 and level cap needed to be counted.
6. Loot in lockers is generating for each 30 minutes of holding town. Faction members presence not needed. The longer u have city the better rewards ur getting.
7. After taking city u can enforce laws by militia:
- no sneak available
- no weapon in hand available
- kill militia killers on sight (they are attacked automaticly by militia if they enter back to city after killing militia)
8. Militia number cutted to 10, only Sg/Ew/Bg militia.
9. No possibility to add mercs to militia.

--- End quote ---

I support and approve this.

A concerned wastelander:

--- Quote from: Solar on February 09, 2012, 09:39:45 PM ---Militia would be used to guard the town, a gang should be able to clear them out easily, but they should be able to stop random PKing.

If everyone could read the post, before commenting, that would be best.

--- End quote ---

20 militia is too much, 10 seems too little, maybe 15 would be perfect?

T-888:
10 militia seems fine , less npc's to battle equals better gameplay.


--- Quote from: Rascal on February 09, 2012, 11:47:52 PM --- No, they should. Loosing militia should cost defending faction some caps, "buying militia" is a great strategic factor, 4 example putting ur forces in city that way u can prevent enemy faction to buy militia, buying them to set a trap, also caps are now very "valuable" so loosing militia should mean smth to controling faction.

 Nonesense already explained above but also mercs are now nerfed hard(commands/delay for taking weapons), costs money and its very hard to get money so loosing them hurts, but still they give opportunity to close 4 example running away to antoher grid players (cheers RunawaySoldiers), to storm some heavly camped well defended building. Mutants spamming days are over - multilevel nerf.

--- End quote ---

Oh yeah this makes a lot of sense too.


--- Quote from: Rascal on February 09, 2012, 11:47:52 PM ---This is the biggest fail of all time, so what I cant kill enemies scouts, sneakers couse my own militia gona attack me ? ........

--- End quote ---

This. Random guys just goes into BH , starts logging off characters in some building for a strategic key point to use against us later and i can't do anything , because i have militia in the city. Kinda doesn't make sense for me ....

John Porno:
@rascal

perfect. that's all we need for a simple and nice pvp setup.

@solar

the fonline 2238 community does not want rp-tc. No matter what kind of stuff would be introduced, it would always boil down to 2 people doing the clicking while everyone else is youtubing until the enemy arrives. And then you have the usual fight and noone cares if any caravans or cows get caught in the crossfire.

if you want to introduce pvp with some more interaction then go for it. After a decent tc system is set up. In order to set up a working tc system with these kind of gimmicks there is a lot more work to be done and honestly, I don't see it happening in 2238. I dont blame anyone for it and dont expect anything, but this is how it is. Half assed systems will be abused and exploited and it's better to save the devs some time by not even trying anything in that direction.

T-888:

--- Quote from: John Porno on February 10, 2012, 12:09:46 AM ---the fonline 2238 community does not want rp-tc. No matter what kind of stuff would be introduced, it would always boil down to 2 people doing the clicking while everyone else is youtubing until the enemy arrives. And then you have the usual fight and noone cares if any caravans or cows get caught in the crossfire.

--- End quote ---

I couldn't say it better.

The larger part of 2238 community are just pure fighters bad or good doesn't matter , but don't force us to do some fake RP. As i stated before , give us a choice , those who will want to guard brahmins and repair generators will do that IF their interested in that and everyone else will take what suits them better and everyone is happy.

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