fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 23, 2024, 09:55:10 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: TC Zones  (Read 2102 times)

Slick

  • Guest
TC Zones
« on: July 20, 2012, 12:42:12 am »

Ok well we experienced PvP today, and it seems that you have to you stay in the TC zone back to the same shit. Honestly I liked the TC before the update, except for the world map camping with timer. Is it possible to have a TC system with the timer but the entire town is a TC zone like before? I myself found the game was more fun when you could TC any where and town and setup a tactic anywhere you wanted instead of the same old stupid tactics used from last wipe. What you guys think about this change? Its better than toilet control, but it was better before this update today if you ask me.
Logged
Re: TC Zones
« Reply #1 on: July 20, 2012, 12:48:31 am »

Couldn't the TC zone just be extended to cover the whole map?
Logged
Iguana Pete's sister

Slick

  • Guest
Re: TC Zones
« Reply #2 on: July 20, 2012, 12:51:07 am »

Couldn't the TC zone just be extended to cover the whole map?

I'm sure its possible I couldn't answer that but it would be very nice if that did that, and that is kind of what I'm suggestioning I liked the ability to setup any where you want more freedom not be restricted to the same crappy TC spots agian.
Logged
Re: TC Zones
« Reply #3 on: July 20, 2012, 01:02:09 am »

I'm sure its possible I couldn't answer that but it would be very nice if that did that, and that is kind of what I'm suggestioning I liked the ability to setup any where you want more freedom not be restricted to the same crappy TC spots agian.

I agree, I'm just saying that I think that would probably be the easiest way to fix it.  I don't know how the TC zone is implemented server side, but simply extending it SHOULDN'T make it possible to evacuate to WM and keep the timer running.  Who knows.

But the limited TC zone does suck, from what I remember of it last year.
Logged
Iguana Pete's sister

Re: TC Zones
« Reply #4 on: July 20, 2012, 01:18:42 am »

Couldn't the TC zone just be extended to cover the whole map?
Logged

Crazy

  • Drugged Childkiller
  • Offline
Re: TC Zones
« Reply #5 on: July 20, 2012, 01:23:31 am »

TC zone should cover the whole map, minus all buildings/glitched/too easy to defend places.
Logged
When you have to shoot, shoot, don't talk

Member of the Most Hated Faction
TTTLA, for Great Justice !

avv

  • Offline
Re: TC Zones
« Reply #6 on: July 20, 2012, 01:27:15 am »

Couldn't the TC zone just be extended to cover the whole map?

I agree it should. It's tiresome to camp the same locations. Perhaps buildings could be outruled because it always ends up with stalemate where the attackers wait outside and capturers stay in.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

LeMark

  • Tim & Tom & Ted Lawyer Agency
  • Offline
Re: TC Zones
« Reply #7 on: July 20, 2012, 01:54:31 am »

I agree it should. It's tiresome to camp the same locations. Perhaps buildings could be outruled because it always ends up with stalemate where the attackers wait outside and capturers stay in.

Be careful, this great community will create awesome tactic like camping close wm exit and leave map if enemies come...
Logged
Re: TC Zones
« Reply #8 on: July 20, 2012, 02:00:46 am »

Runaway soldiers, that's what we called them, this already happened. Camp near the exit grid, as soon as they see danger, go out, re-enter to attack or just run away. Mostly just run away, and the worst part is you can't do nothing about it, unless with some ridiculous amount of mercenaries and what not.
Logged
Re: TC Zones
« Reply #9 on: July 20, 2012, 03:55:42 am »

Be careful, this great community will create awesome tactic like camping close wm exit and leave map if enemies come...

Which would stop the timer. 
« Last Edit: July 20, 2012, 04:04:58 am by Wind_Drift »
Logged
Iguana Pete's sister

Crazy

  • Drugged Childkiller
  • Offline
Re: TC Zones
« Reply #10 on: July 20, 2012, 04:50:32 am »

Which would stop the timer.
But you still wasted your time, your drugs, and revealed your forces and your intention to fight :P
Logged
When you have to shoot, shoot, don't talk

Member of the Most Hated Faction
TTTLA, for Great Justice !
Re: TC Zones
« Reply #11 on: July 20, 2012, 04:57:17 am »

But you still wasted your time, your drugs, and revealed your forces and your intention to fight :P

I call it conceding to a stronger force.

If they run, you win.

 ;D
Logged
Iguana Pete's sister

Re: TC Zones
« Reply #12 on: July 20, 2012, 01:58:29 pm »

being able to use the whole town as tc area was definitely a plus. I personally didnt see anyone camping any buildings. In fact, Gecko almost makes you camp the reactor which is rather lame and camping FLC in broken hills was also always popular.

maszrum

  • Soldiers of Thunderstorm
  • Offline
Re: TC Zones
« Reply #13 on: July 20, 2012, 04:09:21 pm »

i have to agree with posts abovce, thoes tc zones are just way to schematic after 1,5-2 years of playing on same spots. entire map as a zone sounds good for me.. but as lemark said, there is no real goal of keeping city.. its only excuse for some action. what about change a chest reward a little with random stuff ? with possible to lucky roll for some HI-TECH-SHIT like gauss ammo, colour combatarmors, pulse rifles?
Logged

avv

  • Offline
Re: TC Zones
« Reply #14 on: July 20, 2012, 08:38:52 pm »

Runaway soldiers, that's what we called them, this already happened. Camp near the exit grid, as soon as they see danger, go out, re-enter to attack or just run away. Mostly just run away, and the worst part is you can't do nothing about it, unless with some ridiculous amount of mercenaries and what not.

Don't want to turn this thread into strategy school, but how about making the enemy believe you're less than them by entering with less people? And then spawn the swarm when the combat is on. It's only logical that enemy will retreat if they are being aproached by swarm.
If tc zones were some sort of deadlocks where you couldn't exit, weaker factions wouldn't even enter. Then there's nobody to fight.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Pages: [1] 2
 

Page created in 0.138 seconds with 27 queries.