Other > Suggestions
TC, lets flesh this out.
T-888:
--- Quote from: Kilgore on February 10, 2012, 11:32:09 AM ---If you want to come up with absolutely new TC system, it's likely to fail the more complicated it gets. That's why I don't understand why you don't just improve TC system that was tested in all possible ways already.
--- End quote ---
Damage has been done as influence already implemented somehow , although i agree it would not be a bad idea to just take previous TC and perfect it step by step.
--- Quote from: Catoptromancy on February 10, 2012, 03:28:57 AM ---Instead of doing everything all at once. Do it in steps. Cap influence should have happened weeks ago. Start with tweaks(capping influence), instead of letting this go on for so long. Once fixes are added one by one, then other things will become more obvious.
--- End quote ---
This.
John Porno:
--- Quote from: Kilgore on February 10, 2012, 11:32:09 AM ---If you want to come up with absolutely new TC system, it's likely to fail the more complicated it gets. That's why I don't understand why you don't just improve TC system that was tested in all possible ways already.
--- End quote ---
I'd like to have an answer for that one as well.
Also, why did you even come up with a tc system that is so exploitable? Did you really not think of hotel room overnight proxying? or was it part of the plan?
As others said, the influence system can be implemented to get optional rewards out of a town, maybe to get some extra militia (5 on top of 10) and some extra ammo in the chest but that's it. For the actual capping, a 15 minute timer just works best.
Bottom line I rather have a working mitsubishi than a broken porsche.
avv:
Looks like everyone can agree on influence cap, tc timer, less militia and influence gain areas (buildings, hotel rooms).
In my opinion militia shouldn't participate in gang vs gang situations at all. Don't let npcs mess with player to player bussiness. Could even be that once a gang starts the timer, militia simply walks away and comes back once someone has the town.
kttdestroyer:
Well, i will try to be constructive, hope my opinion helps a bit :) Here is my two cents:
Influence
* A limit, maybe at around 500 or something would be good idea, at least from standing in town, i suggest that it could go above that, but by diffrent gains, like i will write more about few lines under this.
* If gang A is gaining, all other gangs should be loosing a bit more.
* Friendly gangs (mutually added to terminal) should support the highest influental faction, exemple: TSAR helps hawks in Gecko, Hawks have more influence in Gecko then TSAR, Hawks should gain influence and TSAR not (maybe even count as Hawks in that situation), in Den, when Hawks come to support TSAR, and as TSAR have more influence then hawks in Den, TSAR should get influence and Hawks not (becouse they are mutually friendly set at terminal).
* Quests might be intresting, however, just so they dont get repetive! :)
* I think influence should be gained from a lot small aspects, each limited to small amount of maximal gain AND the acual gain delayed with 1 day or 2, to avoid abusing and make it a far-sighted strategy (it feels reasonable also from rp perspective, i mean, it takes time to gain peoples trust :) ). I will expend this one and give few exemples:
- Random players doing quests in town, gives +1 each with a limit per person for one quest per 1 to 10 hours (random amount), maximum influence gained from all random people making quests could be 10.
- Amount of mined resources and obtained resources in all kinds in town, 100 ore mined by a player would give 1 influence point, same player would be limited to 1 influence point per 1 to 10 hours (random amount), maximum could be also 10 per 10-24 hours.
- Trading, not sure how it works and what numbers you guys have to play with, but i suppose there is some value of trade, i suggest something simillar with trade to above with low maximum gain aswell.
- Specific things in towns, like slave trading, also could be in play.
- Amount of words said inside town by non-faction controlled player, limited to max gain 5.
- Highest amount of non controlling faction players in a town, with limit for max gain as 10.
- Average amount of non-controlling-faction players in town per 24 hours, with limit of max 10 gain per this 10-24 ofc.
- Amount of dead non-controlling-faction players in town per 24 hours, limit for individual player 1 per 10-24 hours, and limit for max 5 negative influence points per 24 hours.
- Items crafted aswell. Same way.
My idea is this scheme, of first maximum gain of each happening per character, and a global limit for all characters within the happening, the acual gain affect delayed by 24-36 hours. The idea synopsis is That a sum of statistics that will show that the faction is treating the town well and acually makes it grow in player intrest should be rewarded with influence.
Militia
Well, i wouldint touch it atm, they are still dumb, and the militia settings doesint seem to work. I think that needs fixing first, making them a little smarter before you weaken them.
NPCs like beckys guards are really annoying through... They are really dumb.
Otherwise i am supriced so many people have to say something about militia, becouse we just killed militia 2 or 3 times since the wipe personally... Its mostly unnecessery procedure in current state.
TC Generally
I agree with points that there could be diffrent TC in diffrent places. But i wouldint turn towns into pvp madness. It should be wars between towns (like between us vs SoT in Den, or Hawks vs SoT in Gecko, or BHH vs SoT in BH) not small fights that last 15 minutes. I suggest to give this small fight opportunity in other places, like maripossa, or maybe turn Reno(?) into 4 capture the flag zones (mordino, slavadores etc) also with income from some box as a candy (or banana like Wichura would say?). Necropolis? Warehouse? Ares Silo? Could give something uniqe maybe with old TC timer or some other pvp mode, dunno, an idea.
My Review of this one month
This influence system can give some very enjoyable battles, that last a lot longer then last session. I have two exemples of great fights i been participating in, one was in Klamath when we camped trapper ruins north, we were loosing one after another, in the end (after like 1 hour) we were only 5 left trying to make a stand, it was really fun. Another one was not as far as yersterday night, when Hawks came to aid us in Den, we faught heavy fights against SoTs until 3 am, both sides had heavy losses at moments, if you ask me it was very entertaining! :)
--- 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 ---
"Everybody thinks like me!" ::)
Jotisz:
I especially like the idea of giving quests for Town control the opening was good one I would welcome something like that.
Also kttdestroyer's post seems interesting too.
The idea to make different TC zones where is no need for else just PvP I think is good too but I would rather see an extra area for these like Ares Silo, Vault Vilage (from the restoration project), or some noname area.
One thing that disturbed me about milita was that they rarely fit the area. They probably get less usefull this way but I would love to see them made from locals like at Gecko ghouls at Den slavers at Brokken hills unity patrol at Redding miners, something that fits there. It would disballance the cities a bit but maybe give different number for towns like 1 squad for Brokken hills 2 for Redding 3 for Den and Gecko. 1 squad should 6-8.
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