Other > Suggestions
Town Control [ discussion + sugestions ]
maszrum:
i hope that someone will understand it, because do not speak too much english ;)
as we all know, the current control system of cities is far from perfection
needs a few changes and improvements, even ncr bluesuits would agree with me - thats why i decided to start this topic
i will tell you first how that looks form my side
probably the main assumption of new TC was long term control, ok that works for first 2-3 weeks, Rogues controled BrokenHills for longer then 1 week, we started really protect that city, making own rules, some quests for begginers, planing some projects and other shit.. after that other gangs decided to create alliance against rogues and our friendly gangs and start this same shit again - ok i understand that and sound fair to me
at this time we are able to protect brokenhills for all day long, even with this nerfed militia (80-90hp) and for what ? after then we goes sleep , canadian cajuns or other crews can easly kill our militia and retake city without any problems.. even with 3 people , becouse militas AI really sucks :) - i know that works on both sides, sometimes we have some night players and they can do same thing to cajuns.
another problem is taking cities by bluesuits and runing away, i know militia should blocking that action but 2-3 bluesutis with huntng rifles are able to kill 15 miltians atm
so we have here 3 major problems :
- weak militia
- night capturing cities, when other players sleeps
- bluesuit city takers
solution ? time control window again ? form 11am to 2am ? ( sorry but 90% of guys who playing TC are form europe time zones )
like NightBird sugested before - some kind of gear check can works against bluesuit taker
aa im almos forget about small sugestions:
- Radio SOS signal from millitians when they are underattack
- Karma for Militia
- Option for adding more expensive and effective miltians
- information wich gang taking city atm - letters should be smaller, maybe in left top corner ?
- seting militians some modes, rules, like doing nothing, KOS enemies of faction , kepping city safe - (PUT THE GUN DOWN! - they will just yell for everyone who have gun in city
ok we playing together in this game, lets find together some solution to improve TC system.. let us discuss, hello -- cajuns, reddots, desertalliance, vsb, bbs
damn i really sucks with english, anyway i wil ltry write more later
avv:
--- Quote from: maszrum on April 22, 2010, 02:55:36 pm ---night capturing cities, when other players sleeps
--- End quote ---
Bad feature, must be dealt with. Anything that encourages playing when others aren't playing is horrible game mechanic. Simpliest way would be just adding capping times like you said. Honestly this is pretty hard feature to be fixed in reasonable way.
--- Quote from: maszrum on April 22, 2010, 02:55:36 pm ---- bluesuit city takers[/i]
--- End quote ---
Force the players to fight a king of the hill combat for 20 mins. Every 5 mins they have to face a wave of militia. They must all stay within certain area, like next to some monument, a flag or inside a buildng. Some of the cappers may die, but they aren't allowed to leave the area.
jodwig:
After taking town you should have some blockage from taking it back for like 24 hours. What do you have from taking town. if someone can take the town few seconds after the timer expires... And controlling town all the time forces people to play 24/7 what is impossible. I like the feature with "taking town whenever you want", but after taking town it should be impossible to take it by other faction for some time, otherwise this feature is useless.
Kilgore:
1. Militia needs to be stronger. No random shit.
When you are buying militia, you should be allowed to choose how powerful (and expensive) militia you want. You should choose from several militia types with various guns, armors and skills (for example: dudes in jackets with SMG/Hunting rifle, or dudes in metals with sniper rifles/bazookas/miniguns and so on).
2. You should be allowed to pay for "protection" in a particular town. (mentioned here: http://fodev.net/forum/index.php?topic=3558.0). Here is my idea:
- you have to go to the town where you want "protection" and speak with its leader. Pay him 500 for one week (not real time, but game time - x20 - so it's several hours) of "protection". As you can be killed while doing it, there should be also a possibility to buy it elsewhere. For example: in NCR, using special terminal. Or even new small guarded location, where every northern town would send its representatives - and you could pay there as well.
- after you paid, every time you enter the town where you are "protected", there is a symbol like "*" at the end of your nickname, so you can be recognised as someone who paid for protection
- militia won't attack you if you don't attack them or controlling faction's members,
- militia WILL attack you if you are attacked by controlling faction's members,
- militia WILL attack anyone who attacked you (except controlling faction's members) if leader or important member of controlling faction set them to act like that ("Defend everyone who paid for protection" dialog option while talking to town leader),
- after one week in game, "protection" ends and caps (500) are spawned in TC footlocker,
- if you are "protected" and militia or members of controlling faction kill you, caps aren't spawned.
3. New options while speaking to TC leader:
"Defend everyone who paid for protection" - mentioned before
"Defend everyone present in the town" - militia will attack everyone who starts a fight - except members of controlling faction, of course
"Weapons must be holstered" - militia shouts "PUT YOUR WEAPON AWAY", after 15 seconds starts attacking. Members of controlling faction are allowed to carry weapons, of course.
"Attack all of our enemies on sight" - militia attacks everyone from factions listed as "Enemy factions" on sight - leader and important members of controlling faction should be able to set factions as "Enemy" (I think I've seen such a list but for "Friendly factions" in Modoc's TC dialog)
4. Leader and important members of controlling faction should be able to move members of local militia (simple "Follow me", "Stay here", "Move a bit, you are blocking my way", "Nevermind" dialog options).
I'm still against "windows" for taking control - before last wipe, they resulted in massive camping on worldmap for an hour and then moving to another town.
Idea mentioned in maszrum's post:
5. Radio SOS signal from millitians when they are underattack - Yes, they should send a message on controlling faction's radio channel whenever they are attacked or take casualties (to prevent one bluesuit trolling by hit & run with hunting or something).
6. Karma for Militia - Yes, you should lose reputation whenever you attack militia (it should be reset to 0 when your faction takes control over town, though)
--- Quote ---After taking town you should have some blockage from taking it back for like 24 hours. What do you have from taking town. if someone can take the town few seconds after the timer expires... And controlling town all the time forces people to play 24/7 what is impossible. I like the feature with "taking town whenever you want", but after taking town it should be impossible to take it by other faction for some time, otherwise this feature is useless.
--- End quote ---
There was something like that before and it was horrible.
Badger:
I would say that the biggest problem with TC is that most players aren't interested in it, nor have they tried it.
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