Other > Suggestions
TC ZONES - Discussion, suggestions
T-888:
--- Quote from: Kilgore on December 23, 2012, 04:33:44 pm ---then you can restart timer to force them to move outta there or fight.
--- End quote ---
Yeah and that is waiting, wasting time, it's better not to allow such situations to happen in first place. Look on how fights revolve around in Gecko when enemy camps reactor, it's just trying to catch them off at some grid and every time it's the same strategy, because attacking them inside is just wrong from every perspective.
--- Quote from: Kilgore on December 23, 2012, 04:33:44 pm ---camping grids is an issue because of fastrelog and mainly by the fact that server isn't wiped every several months so now everyone has a shitload of alts and stuff for them. not to mention alts for slaves/mercs/etc. we've got the same thing with that as in previous session, so apparently, changes in merc/slaves mechanics brought nothing, as it's all matter of resources.
and nobody cares about capturing the town for profit, only for fight.
--- End quote ---
Disagreed, we will have situations where gangs will camp grids and try to capture cities, not everyone has a lot of stuff and if the server is wiped and resources are scarce, we would be in a situation where players basically troll with timer. Sit near grid and see if someone comes, if not the city is their, else they will try to do the same elsewhere until they succeed.
It was already like that with influence system, players camping grids as soon as enemy shows up => world map. Maybe you didn't experience it, no offense, I just remember BBS quite inactive in that time.
--- Quote from: Kilgore on December 23, 2012, 04:33:44 pm ---there were never any good sinks of items/caps in 2238 so I guess the only option here to deal with factions accumulating nearly endless amounts of stuff is to have server wipes scheduled.
--- End quote ---
Agreed, though the situation is improved, I'd not say current mercenary system changes aren't pointless, it's very good money sink and caps are more scarce then previous session, just the resources obtained by Town Control are too much. Even if the server is periodically wiped, you can gather so much resources from towns in short period of time, if your one of the top dogs of TC with ease.
Simple reduction of town control resources gained in first weeks/month should do the trick just fine to never allow for factions to get "overfed."
anyway
last minute improvements before msh made topic, just some corner cut off witch doesn't serve any real purpose and some zone added so it's possible to take some closer position near forest zone and use building as cover, also the ruins below the expanded forest area are left out just to make it a dedicated point for attackers to start off some sort of offensive.
Lots of corners cut to reduce the amount of possible buildings to camp, just because Klamath is a very large map and much space to cover before it's even possible to locate the opponents.
Kilgore:
Well, year ago I've suggested TC system which requires actually being in town to generate any resources and "guard the town", but they implemented toilet control instead of it.
To prevent leaving chars and going afk while resources are generated, some actions to do inside of town would be required also.
But huh, no one is interested in touching TC scripts anyway so all you can expect are probably few map fixes here and there and disabling TC zones entirely which is still better than what we've got now (and is totally old since it was chosen by players 2.5 years ago).
Also:
http://www.gingersoftware.com/english-online/spelling-book/confusing-words/which-witch
T-888:
Aren't TC zones set through mapper? Not sure how it works, so question is does it really require scripts? As stated before, entire map = bad, most of the map = good.
--- Quote from: Kilgore on December 23, 2012, 05:25:02 pm ---To prevent leaving chars and going afk while resources are generated, some actions to do inside of town would be required also.
--- End quote ---
Yeah, but sadly nobody has came up with anything good. Solar talked about some cow guarding and stuff nobody liked, haven't heard anything better, or maybe ... there was Avv who suggested that TC resources are distributed through NPC's inside city, flexible dialogue options to choose from what resources to take and that they wouldn't stack up. So, you couldn't accumulate large amount of resources in given time, you'd have to at least talk to those bots and do it periodically to benefit from that, it would force a bit more presence inside city. Besides that nothing much.
DocAN.:
TC Chest Box:
- no caps
- no ammo
- no drugs
insted of it:
- resource to craft above
IT will prevent overfed and will generate more interactions from factions in advanced workbench places.
Kilgore:
--- Quote from: T-888 on December 23, 2012, 05:40:34 pm ---Yeah, but sadly nobody has came up with anything good. Solar talked about some cow guarding and stuff nobody liked, haven't heard anything better, or maybe ... there was Avv who suggested that TC resources are distributed through NPC's inside city, flexible dialogue options to choose from what resources to take and that they wouldn't stack up. So, you couldn't accumulate large amount of resources in given time, you'd have to at least talk to those bots and do it periodically to benefit from that, it would force a bit more presence inside city. Besides that nothing much.
--- End quote ---
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.
So:
- you have an announcement "hey we are in a certain town, equipped and ready to fight" seen by everyone because of the message and the change inside pipboy,
- you cannot hide your faction in a building,
- you actually need to stay there to get a reward,
- if you go afk, someone will come and kill you with no effort and you will have no reward, but only losses. There is no militia so it's even easier than it was previously,
- hopefully no trolling with "hit&run" tactics (faction appears in the town, takes it, grabs stuff and runs to safety) because they have to stay there for 15 minutes to get anything.
You can even disable the whole thing for 8 hours when there is the lowest number of players in game so there are no brave night warriors taking the towns in the night. Just for christ's sake no 1-hour long TC windows because this is as boring as alliance fights (yep I know msh loves it :P).
Last time TC zones were created they were discussed on irc with the most active factions so it's not a problem if someone from the devteam actually WANTS to do that, and also fix all small and bigger bugs which would appear later.
Reward is a different thing and can be discussed.
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