Other > Closed suggestions
Make all towns guarded and have special locations for pvp
DrapiChrust:
I think that what made them (TLA guys) guard cities is that they had little other choice. There were no guarded cities and players NEED to have a place to barter, craft, talk and make fun.
MAYBE if the amount of cash you get for guarding a city would change according to how effectively you can keep order in the town...
hm....
For example:
I: Takeover time: works as usual
II: outside the takeover time:
1. Game marks every PKs in a city. (The same script that marked people red before the wipe, except this don't have to be visible - important thing is that the game remembers town PKs till the end of the "control cycle")
2. Every innocent (not marked char) death in the city lowers the final income (it can drop to 0 caps)
3. PKs (marked ones) deaths have no impact in final income
This way PKs will become natural enemies of the city guards - because they will practically rob them of their money. A faction that wants to have ANY cash form Town Control have to keep order in their city.
Besides, it's logical: guards are paid according to their efficiency, unsafe towns are poorer due to lack of trade, so they cannot afford to pay much
Roachor:
--- Quote from: DrapiChrust on March 01, 2010, 02:06:55 pm ---I think that what made them (TLA guys) guard cities is that they had little other choice. There were no guarded cities and players NEED to have a place to barter, craft, talk and make fun.
MAYBE if the amount of cash you get for guarding a city would change according to how effectively you can keep order in the town...
hm....
For example:
I: Takeover time: works as usual
II: outside the takeover time:
1. Game marks every PKs in a city. (The same script that marked people red before the wipe, except this don't have to be visible - important thing is that the game remembers town PKs till the end of the "control cycle")
2. Every innocent (not marked char) death in the city lowers the final income (it can drop to 0 caps)
3. PKs (marked ones) deaths have no impact in final income
This way PKs will become natural enemies of the city guards - because they will practically rob them of their money. A faction that wants to have ANY cash form Town Control have to keep order in their city.
Besides, it's logical: guards are paid according to their efficiency, unsafe towns are poorer due to lack of trade, so they cannot afford to pay much
--- End quote ---
If this is implementable this could be a great solution.
DrapiChrust:
Oh, and there could be also a bonus to 'town control money' based on the trade in the city (some time before all money from town control was taken from trade, now it could be just a bonus). It will be another encouragement for gangs to keep their cities safe.
Solar:
As stated before, this is how it used to work - and it didn't work very well.
Anything based on players killing some people and leaving others alone is just doomed. Players refuse to play exactly as you want them to and will do what is best for themselves.
DrapiChrust:
--- Quote from: Solar on March 03, 2010, 01:22:21 pm ---As stated before, this is how it used to work - and it didn't work very well.
--- End quote ---
As far as I've remembered, previously the whole town income was based on trade. It didn't work because players still prefered the REALLY safe cities. Now it would be just a bonus. If (accidently or thanks to effort) some city became so safe that that ANYBODY will decide to trade in there, gang in control will get their cut.
--- Quote from: Solar on March 03, 2010, 01:22:21 pm ---Anything based on players killing some people and leaving others alone is just doomed.
--- End quote ---
Hm... FORCING them to do so - yes, of course, but...
--- Quote from: Solar on March 03, 2010, 01:22:21 pm ---Players refuse to play exactly as you want them to and will do what is best for themselves.
--- End quote ---
...but making it profitable. It will just be an another way of raising funds.
Keeping PKs away from one's city wouldn't be a must. Nobody will force anybody to do so. Just as the whole fight for control thing isn't obligatory and many gangs (including mine) just don't go for it. But still many do - because it is fun or a challange or simply because it is profitable.
The whole point of my suggestion is to make keeping peace in a city profitable. It is simply a matter of mingling with numbers to make it that even with 100 deaths a day gang will get similar funds than before.
But let them know that if some of them will stop killing other players in their own town, they will get more money
But let them know that if they will stumble across a PK in their city, wasting him will help them in getting more money
But let them know that if they will keep an eye on what is going on in their city, they will get more money.
Because money is a wonderful thing. People do crazy things for money, also in Fonline. They go through tedious process of crafting dozens of unneeded weapons to sel them for money.
They clean brahmin crap for hours for money
They hire themselves as a ore providers for gangs and spend hours on digging that goddamn ore only for money
That is why I sincerely believe that if we give them another opportunity to earn money, SOME of them will go for it. Even if it will be such an irritating, meaningless, tedious and idiotic task of guarding a city they are supposed to guard.
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