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Changelog 28/06/2012
T-888:
Hmm. My stand on this was always the same, if you can't hold and defend the town on your own, then maybe you don't deserve to control it. The idea was that the players are the guards. Let's try again.
jacky.:
Sure camp with 600hp milita....pfff show skill or buy 100mercs :)
A concerned wastelander:
--- Quote from: falloutdude on June 30, 2012, 08:00:09 pm ---removeing millita all together will destroy projects like tsar,ttla,bhh ones leave some. we like are projects and frankly solo tttla,bhh and tsar even with full members cant beat all the constant attacks on are projects without millita. leave 10 and atleast give northern town projects a chance. or we are going to need to make this game even more boring and place mercs all over which defeats the whole point of removeing millita.
--- End quote ---
Indeed, militia was of great help for anyone making some projects up north. Maybe it does need to be nerfed, but not completely removed.
falloutdude:
--- Quote from: T-888 on June 30, 2012, 08:06:20 pm ---Hmm. My stand on this was always the same, if you can't hold and defend the town on your own, then maybe you don't deserve to control it. The idea was that the players are the guards. Let's try again.
--- End quote ---
you must have never afked in a town. you must just take a town and go. try to run a rp project based on what you say. you will fail. all i ask it that rp factions have a minor chance to defend themselfs. you can kill 20 millita in under 3 min i dont see 10 as even a minor problem. 10 will just help rp factions against minor attacks and provide cover fire for a little bit in big fights. all i ask is give rp factions a chance this way we get rp and when you want some pvp you come to are rp and come fight like it was last era.
Stration:
--- Quote from: T-888 on June 30, 2012, 08:06:20 pm ---if you can't hold and defend the town on your own, then maybe you don't deserve to control it.
--- End quote ---
Amen to that.
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