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TC ZONES - Discussion, suggestions

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maszrum:
Sounds quite intresting.

Season lasts for almost one year. Gangs dont care about reward becouse they have almost everyIthing what they need, so reward should be really nice and encurage to come for TC. I like some randomnesswith small chance roll to get some hightech shit.

there is only problem with time zones and night gangs.

Roachor:

--- Quote from: maszrum on December 23, 2012, 06:27:28 pm ---Sounds quite intresting.

Season lasts for almost one year. Gangs dont care about reward becouse they have almost everyIthing what they need, so reward should be really nice and encurage to come for TC. I like some randomnesswith small chance roll to get some hightech shit.

there is only problem with time zones and night gangs.

--- End quote ---

the reward is being able to tell people that you are the most badass in forum

T-888:

--- Quote from: Kilgore on December 23, 2012, 06:05:33 pm ---1. Remove timer,
2. Add a global announcement when a faction captures the town (via dialogue, like now), visible for 30/60 seconds,
3. Keep requirements to capture the town as they are now (equipment + several members),
4. Change TC zones so you don't have to look for factions hidden in a toilet,
5. Spawn stuff (low amount) in the locker every 15 minutes, and the first time it's spawned 15 minutes after starting to "guard",
6. When guarding faction gets killed or leaves the town, it's no longer guarded (pipboy -> None) and no resources are generated.

--- End quote ---

Sure, nice way on how to limit factions of over-eating resources, beacon is there, also timer isn't necessary and the faction which is present is in control of the town. Concept makes sense, the only thing I am worried about is that the "action" you are talking about is still just standing, it was like that on influence system, just hours of boredom, waiting, being alerted for long time and prepared for action is quite brain damaging. That of course was mostly because of beacon not working and there was no indication of presence, and if there isn't with all the beacon, why not put group of alts with low tier gear and protect them by some sneakers, while real force is on world map?

My point is that the resources obtained should be based on how large of a player group, how well equipped the force "protecting, being in control" is, if not more resources then at least reduced time needed to obtain them. I prefer the second option.

Though there is nothing wrong with camping buildings, we have C4/Dynamite (finally after long time some viable use for it) after all and camping in most cases doesn't lead to victory so it is not very profitable, so I don't know why you leave out buildings. If some guys are going to split up characters in multiple toilets, well something like that already happened on influence system and then you just take some motion sensor and sweep them out for free loot, it's fun + you kill like one or two of them and they suddenly lose the ability to gain anything. Just the most important thing is to not let players camp in the whole map, that way reducing space required to cover to find toilet rats or destroyers ...

Epic times ;D

LeMark:
This merc / slave madness is a problem who need to be solve before the tc zone. With fast relog 1 guys can bring 20+ merc on the battlefield in like 1 minutes. This is way more urgent than those TC zone.

Kilgore:

--- Quote from: T-888 on December 23, 2012, 08:02:05 pm ---That of course was mostly because of beacon not working and there was no indication of presence, and if there isn't with all the beacon, why not put group of alts with low tier gear and protect them by some sneakers, while real force is on world map?

My point is that the resources obtained should be based on how large of a player group, how well equipped the force "protecting, being in control" is, if not more resources then at least reduced time needed to obtain them. I prefer the second option.

Though there is nothing wrong with camping buildings, we have C4/Dynamite (finally after long time some viable use for it) after all and camping in most cases doesn't lead to victory so it is not very profitable, so I don't know why you leave out buildings.
--- End quote ---

1. What low tier gear? Gear check is to make sure that they are equipped.
2. More chars, bigger/faster reward -> makes sense but encourages multilog. If anything, resource increase/reward regen rate shouldn't be linear. Example: 5 chars to capture the town, +10 to double the reward, +20 to make it x4 etc.
3. Yep, camping buildings is wrong not because you can't fight them (it's easy with explosives), but because it takes time to search for them, even with motion sensors. It's just boring and has nothing to do with guarding anything.


--- Quote ---This merc / slave madness is a problem who need to be solve before the tc zone. With fast relog 1 guys can bring 20+ merc on the battlefield in like 1 minutes. This is way more urgent than those TC zone.
--- End quote ---
This too. It happens in every session, btw.

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