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Poll

Do you like it?

Yes. I do!
- 16 (53.3%)
No. I don't!
- 5 (16.7%)
Mine are better.
- 2 (6.7%)
It's fine as it is.
- 2 (6.7%)
I do, what I wanna do!
- 5 (16.7%)

Total Members Voted: 27


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Author Topic: Towns' area - an idea.  (Read 2170 times)

Rio

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Towns' area - an idea.
« on: April 03, 2012, 11:36:32 pm »

Hello.

   I would like to suggest something about Town Control. Presently, it's only about PvP, let's involve other ways of playing. Besides, PvP is almost dead, we craft, farm and trade only to get stuff for PvP. Even, if we don't want to fight, we sell it to the factions that make it. Fighting is not the only way to control a town.

   I suggest to:

      --make every town guarded. Move the fights to locations like Mariposa, the Glow, SAD and unguarded mines. They should be related to quests from a major of the city. He gives you a task, supposed to be completed in defined time (for example 1 hour), the other factions get a message and may try to stop you. Quest can be like to dig 200 x HQ ore, bring parts from Mariposa, buy Hummer for a major or catch 100 brahmin for Brahmin Day. Many possibilities, Devs can make competitions for the best quests on forum. An endless imagination here. Also quests should require special skills like lockpick, traps... People who like the Glow know what I mean.

      --let's allow to gain an influence for trading in the town. Why not? It brings more benefits to the town than killing citizens during TC. Logical.

      --make something like the town's area. Divide the world map into hexes, which belong to every city. Like below.


http://simplest-image-hosting.net/

   At the moment 90% of the map's area is almost useless. I think, that FOnline world can accommodate way more people than 200. You take control over the town, for example Klamath, just after you taking over the town, you control 9 hexes around it. You know, that Klamath don't like Modoc, so you have to kill Modoc Patrols (NPC faction) to capture their hexes. For example, 10 victories give you the control over one hex. Faction, that controls Modoc can do the same. TB fights can be more popular, to make TC you don't need 15 people, you can do it on your own hand in free time. Relentless TC, every single encounter is important. Why to take more and more hexes? There is a simple reason. Taxes on possessing tents and bases. If you have it inside Klamath area, you have to make little payments, for example every week. If not, your tent will disappear or become visible. Biggest area -> more cash in TC chest. Better role-play and better town -> more tents and bases -> more cash in TC chest. Logical. Now you get insane amounts of cash for nothing. Your faction have to care about the town and its visitors. PvP? Go to another town to ruin efforts of your adversaries. Your town is the most important thing.
   
   It's not a final vision of my Fallout. I'm posting only in order to see, if you like it. If yes, try to improve suggestion. If not, don't be rude.
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Re: Towns' area - an idea.
« Reply #1 on: April 03, 2012, 11:48:55 pm »

Taxes on possessing tents and bases. If you have it inside Klamath area, you have to make little payments, for example every week. If not, your tent will disappear or become visible.
Damn, after that we'll have to store all items in 10 ST 1st lvl alts, who will be offline on WM all the time when we don't need items, and online when need to take anything.

AltForBAs01
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Rio

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Re: Towns' area - an idea.
« Reply #2 on: April 03, 2012, 11:55:56 pm »

Damn, after that we'll have to store all items in 10 ST 1st lvl alts, who will be offline on WM all the time when we don't need items, and online when need to take anything.

You are ideas man :> 500 caps for a real time week is worth of using alts? Of course, the tax would be applied inside the towns' area. You can make a tent in a shithole and laugh during your long trips to the towns at the people that pay;)
« Last Edit: April 03, 2012, 11:59:09 pm by Rio »
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Re: Towns' area - an idea.
« Reply #3 on: April 04, 2012, 12:03:39 am »

      --make something like the town's area. Divide the world map into hexes, which belong to every city. Like below.
   At the moment 90% of the map's area is almost useless. I think, that FOnline world can accommodate way more people than 200. You take control over the town, for example Klamath, just after you taking over the town, you control 9 hexes around it. You know, that Klamath don't like Modoc, so you have to kill Modoc Patrols (NPC faction) to capture their hexes. For example, 10 victories give you the control over one hex. Faction, that controls Modoc can do the same. TB fights can be more popular, to make TC you don't need 15 people, you can do it on your own hand in free time. Relentless TC, every single encounter is important. Why to take more and more hexes? There is a simple reason.
Best idea about TC I've ever seen in a long time.

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Re: Towns' area - an idea.
« Reply #4 on: April 04, 2012, 12:21:03 am »

   I suggest to:

      --make every town guarded. Move the fights to locations like Mariposa, the Glow, SAD and unguarded mines.

Immortal guards in each city , no thanks.

Everything else seems interesting.
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Michaelh139

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Re: Towns' area - an idea.
« Reply #5 on: April 04, 2012, 12:47:41 am »

Immortal guards in each city , no thanks.

Everything else seems interesting.
Well, it's not like they work uber-well anyways.

And I suggest there not to be reinforcements... but like, 10min respawn timer on the guards in already unguarded towns if this was to be implemented.
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Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Towns' area - an idea.
« Reply #6 on: April 04, 2012, 12:49:25 am »

i cant imagine paying for tent , what would happen if i dont play for a week?
what when someone have 20 tents ? paying 20 times a week?
all idea is too complicated ,couldnt happen to much things could not work as intended
my opinion is we need to simplify things, they need to be clear with small space for errors exploits and other shit
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dlaczego muzyka black metalowa jest szybka?  bo gdy sie czlowiek spieszy to sie diabel cieszy :)
Re: Towns' area - an idea.
« Reply #7 on: April 04, 2012, 12:58:17 am »

Every character can have only 1 tent as far as I know. :)
   About not playing; I do not know the exact design, but there could be an option to pay in advance.
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BenKain

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Re: Towns' area - an idea.
« Reply #8 on: April 04, 2012, 02:12:25 am »

Fantastic ideas Rio. It would defiantly liven up those Toilet Camping...err... I mean Town Control videos that keep getting posted.
As far as all towns being guarded, I tend to disagree. The devs have already implemented a militia system for factions controlling a town, so the holders would be responsible to guard their towns, in more ways then going afk behind a building.

I really love the idea that you would gain more control and influence through trading, and putting some of those caps into the TC chest would be reminiscent of the mafioso protection fees.

And the hexes around towns, god yes. This would not only keep players moving through open encounters, adding some much needed excitement and danger to TC. 
 
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Opera

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Re: Towns' area - an idea.
« Reply #9 on: April 04, 2012, 02:29:33 am »

Really nice idea. However, tent owners would just get annoyed when they have to pay taxes for nothing. How about giving some extra things for the ones whose tent is inside a town's area? These could be extra containers, workbench, plants etc. Let's say that you HAVE TO request one extra thing from the town and each thing would have a different price. This price would be the "tax" you have to pay to the TC chest.

This way people would actually want to be inside a town's area.
Re: Towns' area - an idea.
« Reply #10 on: April 04, 2012, 03:57:24 am »

Really nice idea. However, tent owners would just get annoyed when they have to pay taxes for nothing. How about giving some extra things for the ones whose tent is inside a town's area? These could be extra containers, workbench, plants etc. Let's say that you HAVE TO request one extra thing from the town and each thing would have a different price. This price would be the "tax" you have to pay to the TC chest.

This way people would actually want to be inside a town's area.

Maybe you increase in rep every time you pay making using that towns merchants more beneficial
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Re: Towns' area - an idea.
« Reply #11 on: April 04, 2012, 04:22:33 am »

I have a different idea on tax.
Players would pay tax at town's tax office to get protection in town (as long as they don't cause trouble themselves)
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codave

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Re: Towns' area - an idea.
« Reply #12 on: April 04, 2012, 06:59:30 am »

I like that it gives some non-TC players/factions some level of involvement in the Northern part of the map and it's cities. 
Re: Towns' area - an idea.
« Reply #13 on: April 04, 2012, 08:53:41 am »

Idea old like hell. Epic idea but devs are bosses.

Devs already know about it and maybe in next 5 years we will have it in game.

EDIT: Here something similar: http://fodev.net/forum/index.php/topic,6971.0.html
« Last Edit: April 04, 2012, 01:23:59 pm by Hololasima »
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Senocular

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Re: Towns' area - an idea.
« Reply #14 on: April 06, 2012, 01:49:12 am »

Here's an idea for TC: take it out of the cities so they can be a place for small scale pvp for people not interested in TC and also a place that you can actually visit without being instakilled by militia.
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