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Poll

Do you like this idea?

Yes
- 38 (84.4%)
No
- 7 (15.6%)

Total Members Voted: 45


Pages: 1 2 [3]

Author Topic: New Town Control system  (Read 9524 times)

Re: New Town Control system
« Reply #30 on: March 02, 2010, 07:41:02 pm »

Name colorising is not the problem. It works actualy fine.
And having a "global faction flag" (managed by the server) would be a bad thing in my mind.
You have to know a bit people you encounter in this world, thats nice and more immersive.

For sure, dont considerate here the alt exploit.

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Ghosthack

  • Rotator
  • Bytecruncher
  • Offline
Re: New Town Control system
« Reply #31 on: March 06, 2010, 04:39:05 pm »

This suggestion has been implemented now, it's currently being tested. There's some modifications from original suggestion, but all in all, the things mentioned have been incorporated.
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DrapiChrust

  • . . . SAY CHEESE . . .
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Re: New Town Control system
« Reply #32 on: March 07, 2010, 04:21:07 am »

One simple question:
Imagine Klamath
Imagine Player A and Player B
Imagine Player A and Player B in Klamath
Imagine that Player A and Player B are neutral towards Klamath guards (they are both not on the list)
Imagine that Player A attacked Player B in Klamath

What is the guards' reaction?
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Re: New Town Control system
« Reply #33 on: March 08, 2010, 02:05:39 pm »

@Ghosthack:
It would be nice to have a "changelog" sticked on the forum for major test like it.
So, tester could easly test each new feature implemented and share their comment.
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gordulan

  • General Animosity
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Re: New Town Control system
« Reply #34 on: March 08, 2010, 07:12:45 pm »

guards help kill player B since they don't want to feel the sting of Player A's minigun.
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http://tf-2.fr/ach.php?a=Bend Over, Boyo II&b=Shoot 150 people as they are running away from you... In the arse&c=56&d=150&e=1703&f=1
Re: New Town Control system
« Reply #35 on: March 09, 2010, 12:56:16 am »

Nice_Boat: had kinda same idea for town control :) sweet

btw ur faction still doesnt take english lang people? (i bet you remember me)
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Bartosz

  • Rotator
  • There'd better be a killer reason...
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Re: New Town Control system
« Reply #36 on: March 09, 2010, 11:39:10 am »

@Ghosthack:
It would be nice to have a "changelog" sticked on the forum for major test like it.
So, tester could easly test each new feature implemented and share their comment.

It's not on 'public' beta server (i.e. the one you're playing on).
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Re: New Town Control system
« Reply #37 on: March 09, 2010, 11:44:19 am »

Ahahah... ok
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