Other > Suggestions
TC, lets flesh this out.
Glave:
https://www.youtube.com/watch?v=KZKMnV_xaUc
Catoptromancy:
TC involves gear. Not really but it matters. CA and gatling lasers or miniguns and metal armor...TC involves hours/weeks of lockpicking.
Since there was no documentation on how TC actually worked one faction scooped up most of the towns right away. I do not blame the other faction for this, its what factions do. Most other factions assumed they could collect gear for a few days and head over to a town and TC for a few hours, win town and call it a day. This only lead to that one faction accumulating days worth influence. The Den took literally over 24 hours to capture the first time, 5+ hours of AFKing over week.
How does that involve gear, the precious resource that allows TC and helps win the pvp. When a faction could collect 1000+ caps in a single town every 1/2 hour for weeks they can just buy gear and blueprints, even resources. This means the top gear to play with is easily obtainable from anyone willing to sell in a cap strapped society.
Eventually all big factions will also have enough blueprints to start making carpets. No crafting timer equals instant massive carpet, it just takes being able to get the blueprint first. So gear will eventually become easy and then town control will be balanced.
Point of all this, no real documentation of TC let a faction be able to buy all the gear and supplies everyone else needs to work hard to get. So only real problem with TC is lack of proper documentation.
Wiki can be wrong at times, misleading, confusing...but this is something too big to be so vague about.
Sarakin:
Just a reminder, most of PvP active players agree with Rascal's points, but there (in this thread) is also gang whose players are loudly lobbying for their own view of TC.
Regarding Rascal's points, I dont agree with these:
--- Quote from: Rascal ---5. The pace of influence gaining depends from equipment and numbers, tier 3 and level cap needed to be counted.
--- End quote ---
High-tech stuff shouldnt be mandatory to apply for TC. Even mid-tier should be enough (if you want to see more gangs involved)
--- Quote from: Rascal ---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.
--- End quote ---
This is totally wrong concept, gaining sth for doing nothing. Solar's concept on rewards fits better.
Rascal:
--- Quote ---This is totally wrong concept, gaining sth for doing nothing. Solar's concept on rewards fits better.
--- End quote ---
Cant agree, current system creates only unnatural need to left idle chars for night/whole day. It doesnt make any sense. Its only pain in the ass. BTW keeping town isnt "doing nothing" as u wrote. Its constant "be ready to defend" mode and also a lot of battles to defend city from enemy raids.
Sarakin:
Yes, but imagine scenario, when one gang dominates whole wasteland (SoT, Rogues, happened several times in the past) and they gain profit from 6 towns simultaneously - it gives huge advantage and its quite unfair for other gangs. If they need to stand in the city / do homework / whatever, you cant profit from all towns.
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