Other > Suggestions

TC, lets flesh this out.

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avv:

--- Quote from: T-888 on February 29, 2012, 04:19:43 PM ---So to get rewards from TC locker now , you need someone in the city that leads to some afk characters in dark corners of the map. What's the point ? I think receiving reward from TC locker is acceptable when not being present , for starters reduce the amount of reward received when not being present , might as well implement those objectives or some kind of activities that increases locker reward , but i certainly don't want to see it as the only option.
--- End quote ---

This is plausible. In addition the rewards must not increase over time. It's just matter of time before some Brazilians capture the town which you held for three weeks for massive rewards.

Rewards from not being present should be pretty minor. It's free stuff. You risked 15 mins for it. If you want more, risk more.

The real stuff should be received from activities and being present in town. And by real stuff I mean real stuff: avengers, gatling lasers, BAs, top drugs. Towns need to be the places to be at, not some distant encounters and caves in the middle of nowhere. These activities need to put players in bad position and vulnerable to attacks but the rewards should also reflect that.
We grind already so much. Grinding in towns is just better because there is a chance to meet players. You can't grind players.

Solar:
You'd be getting rewards in exactly the same way as last season.

avv:

--- Quote from: Solar on February 29, 2012, 07:14:10 PM ---You'd be getting rewards in exactly the same way as last season.

--- End quote ---

You believe it's for the best? Cap town, go to worldmap. Don't enter unless theres enemy or if you want to empty the tc box. Keep it for 5 weeks in row and get massive rewards due to increasing ratio. But only because nobody bothered to cap the town.

It's not that bad, but it'd be good for gameplay if we could do stuff in towns to increase the rewards. I'd rather grind inside my own town than somewhere invisible.

Solar:
Yes, you'd have the current influence mechanism there to increase the rewards (which could be expanded upon later, but I really think keeping it to the bare minimum atm, to get something ready, is advisable)

Nice_Boat:

--- Quote from: Solar on February 22, 2012, 10:11:24 AM ---Yeah, I've confused the issue by calling them windows. I mean the 15 minute counter to take the town, like last season, not the old windows system.

--- End quote ---

This is actually pretty awesome. Set hours for given towns only led to bipolar politics for the entire wasteland - you could either join one of the two big alliances (it's natural - there might be some brief period of chaos, eventually a single group would dominate those fights, people would ally to overthrow them, the former "number 1s" would in turn seek their own allies to balance things out and with all the established personal sympathies and antipathies dating a few sessions back we'd end up with the same old NA vs DA ww1-like stalemate) or you couldn't participate at all - please don't ever bring that evil thing back, it was nothing more than a ridiculous, gamey (as in unrealistic and breaking immersion) setup for set piece battles which lacked any meaning and required a lot of really boring, logistical stuff. If you ever think it was any good just remember how thoroughly burned out and sick of it a lot of people were back in the day after just two months of that bullshit and how many have actually stopped playing the game because of everything preset TC windows entailed. Remember how, at times, we couldn't get any action at all for days, even weeks because one of the sides was beaten so badly that it just didn't feel like fighting until their opponents got tired of waiting for nothing and their numbers started dwindling during the TC window. Ultimately, with that setup the only way to "defeat" your enemy was to bore him to death.

The influence based mechanic that requires a lot of camping turned out to be pretty bad as well, because it discriminates against small gangs and also requires a lot of boring, timesink-based stuff (hence the AFK playstyle). The 15 minute dynamic counter mechanic, which is actually the only one that really worked and didn't make most of the people involved rage (aside from the issue of bluesuit captures, which has long been solved), is going to provide battles unpredictable enough to discourage large alliances (nobody's going to keep 30 people fighting for one side online for hours, others could just wait'em out anyway) while providing greater rewards and opportunities for people who actually name their hometown and keep enforcing their rule inside (I hope they get to have some militia after a while, but still can be removed pretty quick with a concentrated effort of a 5-10 person gang even at +60 influence). Actually, I think it's the first TC rework in a long time that doesn't really make me raise my brow and holds some real promise. Just don't allow any faction to rule the town for hours by virtue of militia and influence alone and you're golden, if the controlling gang is not in or ready to go in at ~30 minutes' notice it should be easy to dislodge to keep this TC thingie rolling and fun instead of it being a chore one must do at a predetermined snail's pace to get some action.

Also - does nobody remember Draconis and his Cathedral-based RPG project anymore? It got raided in the end, but it worked better than anything of that sort I've ever seen in a TC-enabled town. Take that, you anti-PvP "we want our own town with arbitrarily invincible militia where we arbitrarily make the rules" land grabbers :>

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