Other > General Game Discussion
Guards in guarded Cities
Aricvomit:
--- Quote from: Kilgore on April 11, 2010, 01:21:15 pm ---Yeah.
http://fodev.net/forum/index.php?topic=2585.0
strikes back ;D :D
also ignore vederas in this thread, as he would like VC guards and patrols to be invincible to spread more bullshit about how powerful is VC (in fact, it always got raped by PK gangs :D and could be defended only by Solar/Izual spawning shitloads of additional guards with MINIGUNZ and all)
Also, Izual, is 21 lvl character considered as something bad? :) Umm it's interesting
--- End quote ---
same old same old, I guess some things never change, griefers always a griefer. same people tryin to get their kicks as always at the expense of everyone else, cause ya know this game was built just to soothe their incredible egos about how great they are and everyone else is wrong, congratulations. i guess the funny thing is that there's no actual point to killing npcs in town because youll never pick up anything off of them, so it just boils down to blatant douchebaggery and a drive to try and make the game unenjoyable to everyone else.
Killy:
--- Quote from: JovankaB on April 10, 2010, 05:16:23 pm ---I'm not mad, I want to improve their role playing game experience. After all if you attack a powerful city, your actions should have consequences. Or not?
--- End quote ---
dont call it a powerful guarded city if 6 guys can kill all of them, this is ur imagination or "roleplaying" or what?
u want to fight, cr8 a char and join a faction, gm abuse ...
vedaras:
--- Quote from: Killy on April 11, 2010, 01:45:37 pm ---dont call it a powerful guarded city if 6 guys can kill all of them, this is ur imagination or "roleplaying" or what?
u want to fight, cr8 a char and join a faction, gm abuse ...
--- End quote ---
make turrets work and let 6 guys test cities power...
Ombra:
Instead of make a huge number of guards, make them invincible or make cities unattackable, which only make the game more strict and lower the "freedom of act", I suggest to do something more "RPG style".
For example you can leave the inner part of Vault City super-protected (since it's a valuable and well-protected, with strong walls, turrets and so on) and leave the outer part more vulnerable. It must be protected with some guards (maybe more and stronger, cause must not be easy to get) but still attackable and harassable.
At the same time, attackers gain a great lose of reputation in the city and you can add something like a temporary mercenary quest when you gain reputation/caps if you kill members of the attacking gang or raid their base.
Prodigy:
As a lone trader who joined up with VC to have somewhere decently safe in the north to exchange goods at, this makes me even more nervous than usual. Sure, getting gunned down if you're careless is one thing, but entering the vault city map risking getting shot down at the gates before you even have a chance to react? I dunno, man. I dont have anyone to warn me when I enter with trade goods trying to reach the inner gates. Sounds like it just screws over even more of us small time players in the wastelands.
Making the turrets work sounds like a nifty counter-measure.
As long as there is some way to enter the city again soon after its been attacked, without it being blocked off entirely by very hostile players still patrolling over the corpses of the dead ex-guards.
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