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Author Topic: TC, lets flesh this out.  (Read 21956 times)

Solar

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Re: TC, lets flesh this out.
« Reply #75 on: February 21, 2012, 10:40:41 pm »

Right, lets try this one then. Setting aside scenarios for now (not least because there is no one who wants to do much to TC at the moment) and try the least amount of things which can result in a fixed TC:

A mix of TC windows and Influence.

Max Influence 60 (If needs be this can be varied afterwards)
If you meet certain conditions you gain 1 influence per minute (have over 4 or 5 people, with mediocre equipment), this reduces others influence by 1
Faction can only have Influence/5 Militia - no mercs adding - no fancy equipment - able to set rules after 30 influence
Faction can only gain influence when there are no militia (or they own the militia)


Old windows return, you take the town in the old style to access rewards
Loot depends upon influence - having 60 influence would basically double the loot you would get if you took the city with 0 influence.

Server messages when town is being captured or when influence is being gained/lost.
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Crazy

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Re: TC, lets flesh this out.
« Reply #76 on: February 21, 2012, 10:47:40 pm »

Sounds good, with a tiny detail: impossible to buy militia when someone else is gaining influence.
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Re: TC, lets flesh this out.
« Reply #77 on: February 21, 2012, 10:51:23 pm »

...

500 max influence is way too much, but 60? It sounds way to little... I suggest 200, i think its pretty good, not too much not to little? Please dont make extreme from one side to another :/
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falloutdude

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Re: TC, lets flesh this out.
« Reply #78 on: February 21, 2012, 11:10:11 pm »


Faction can only have Influence/5 Militia - no mercs adding - no fancy equipment - able to set rules after 30 influence
so max millita is 5 and there all going to be spears am guessing  :-\ . also no merc adding , what about slaves? slaves can be added? or do slaves cought as millita? also you know millita mercs are a massive cap spender so more caps in the game.
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Solar

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Re: TC, lets flesh this out.
« Reply #79 on: February 21, 2012, 11:13:22 pm »

"Influence/5" as in maximum of 12, if max influence is 60

No fancy equipment as in no gauss etc

No mercs being added seems to be a universal request
« Last Edit: February 21, 2012, 11:15:33 pm by Solar »
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Sarakin

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Re: TC, lets flesh this out.
« Reply #80 on: February 21, 2012, 11:16:47 pm »

I think gaining 1 influence per minute is just too fast, not to mention only 60 influence cap. Most of us are there for the fight itself, which with working beacon can be easily accomplished.
Influence gain should be non-linear, not capped to certain amount of people. 5 people could gain 100% of influence, 10 people 150% infl and 20 people 200% infl. The reason behind this is to prevent few alts inside city and the rest camping on wm while on the same time preventing large influence swarms.
I dont get the idea with windows, could you elaborate more ?
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Solar

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Re: TC, lets flesh this out.
« Reply #81 on: February 21, 2012, 11:19:48 pm »

The windows would work exactly like the old system did. Only difference would be influence would affect how much loot you got and who could get militia.

60 Influence and 1 influence per hour are just my guesses ... if consensus is formed around other values, then we will use them.
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Re: TC, lets flesh this out.
« Reply #82 on: February 21, 2012, 11:25:01 pm »

That's very nice idea. Also numbers seams to be good, cap at 60 sounds reasonable, 200 is too much, it's almost 3.5h which will turn into afking. TC should be fast.
Hope to see this one in game soon :)

DocAN.

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Re: TC, lets flesh this out.
« Reply #83 on: February 22, 2012, 12:16:47 am »

First of All :

TURN OFF FAST RELOGS

Then change the TC. Your ideas are good, but it wouldnt work with current fast relogs.
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Re: TC, lets flesh this out.
« Reply #84 on: February 22, 2012, 12:44:06 am »

I think gaining 1 influence per minute is just too fast, not to mention only 60 influence cap. Most of us are there for the fight itself, which with working beacon can be easily accomplished.
Influence gain should be non-linear, not capped to certain amount of people. 5 people could gain 100% of influence, 10 people 150% infl and 20 people 200% infl. The reason behind this is to prevent few alts inside city and the rest camping on wm while on the same time preventing large influence swarms.
I dont get the idea with windows, could you elaborate more ?
so you want to force people to use proxy to acces to new infl lvl.
60 cap is fine. but is it still too much. i prefer max 30-50 depend from town. 1infl per minute isnt way to fast. it is way to slow. i prefer 1infl per 30s. i dont want to stand 1h in one city and make tc waiting simulator.
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falloutdude

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Re: TC, lets flesh this out.
« Reply #85 on: February 22, 2012, 12:56:03 am »

First of All :

TURN OFF FAST RELOGS



this is only good thing that has came of this era why you wish to ruin it?
maybe instead make it so once tc has started no one can enter the tc town besides thous allready in.
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Re: TC, lets flesh this out.
« Reply #86 on: February 22, 2012, 01:06:51 am »

Solar, whining people about a specific thing doesint mean its something most people want, if people like something, they usually dont whine about it and dont care as long as it remains there... Well, i am a bit dissipointed about mercs militia removal, what are rich gangs gonna waste their caps on now? ;P even if merc militia wasint impossible to break through at MAX of their strenght it was possible to get, like our militia in redding last wipe, 4 of those militias took no less then 3 sometimes 6 hours to prepare, they cost a lot, just gauss cost 250k back then which we used sometimes for militia. Did they hold the town? Nope, not at their own, they just gave higher chance for defending against enemy attack.

Oh well, just saying, the people that whine about merc militia mostly never prepared them or baught them themselves, they only see final result ;)

About influence, so you mean that 60 influence is going to take longer to gain then if it was currently 60 influence? Could you maybe tell how much this new 60 influence would mean in old influence amount around? :)

maybe instead make it so once tc has started no one can enter the tc town besides thous allready in.

Yeah, make semi-permanent deaths in TC towns, if you die two times in 60 minutes, you cant see the town any more with this specific char ;P
« Last Edit: February 22, 2012, 01:08:33 am by kttdestroyer »
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Re: TC, lets flesh this out.
« Reply #87 on: February 22, 2012, 01:36:04 am »

Nope, not at their own, they just gave higher chance for defending against enemy attack.

sure i miss times when 6-7heavly armed players couldnt take city when 2-3 bhh/tttla noobs were camping behind 20 500+mercs bg/snipers militia with 35%critical chance...
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avv

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Re: TC, lets flesh this out.
« Reply #88 on: February 22, 2012, 07:44:56 am »

Right, lets try this one then. Setting aside scenarios for now (not least because there is no one who wants to do much to TC at the moment) and try the least amount of things which can result in a fixed TC:

A mix of TC windows and Influence.

Max Influence 60 (If needs be this can be varied afterwards)
If you meet certain conditions you gain 1 influence per minute (have over 4 or 5 people, with mediocre equipment), this reduces others influence by 1
Faction can only have Influence/5 Militia - no mercs adding - no fancy equipment - able to set rules after 30 influence
Faction can only gain influence when there are no militia (or they own the militia)


Old windows return, you take the town in the old style to access rewards
Loot depends upon influence - having 60 influence would basically double the loot you would get if you took the city with 0 influence.

Server messages when town is being captured or when influence is being gained/lost.

Ok but few questions:

- What happens when you have taken the town in 15 mins and you leave town?
- Does the locker regenerate rewards when no gangmembers are inside?
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Re: TC, lets flesh this out.
« Reply #89 on: February 22, 2012, 09:30:04 am »

Max Influence 60 (If needs be this can be varied afterwards)
If you meet certain conditions you gain 1 influence per minute (have over 4 or 5 people, with mediocre equipment), this reduces others influence by 1
Faction can only have Influence/5 Militia - no mercs adding - no fancy equipment - able to set rules after 30 influence
Faction can only gain influence when there are no militia (or they own the militia)
This looks like an improvement.

"Old windows" doesn't sound good, though. With old windows, there was like 1 hour action in every northern town per 24h. You could also forget about some towns completely because their windows appeared at some strange hours, what made things even worse with various people being in different time zones.
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