Well I don't get the whole TC point right now. What has the town out of it? Yeah its being "protected" but why on Earth would town sheriff exchange group of 10 powerbuilders for 3-4 bluesuits that hop from town to town just to control every city.
TC is a good thing but we have to realize one thing. Militia does not work for town, they work for gang that is in charge of that town. If the militia works for town itself, then it should be no longer TCable town since its protected by its own guards ergo guarded town. SO my idea is to make it work somehow like this:
<idea>When one gang try to take over the town, the town leader will check them and compare them to current gang that controls the town. They will check mainly level, tagged skills, equipped gear and how many are there. Each check will have it own set of rules and conditions and all of these conditions could be summarized in numbers. I'll try to explain on an example.
Town NPC will check the following:
Level: Anything under 20 lvl will give you -1 "TC point" per level missing. So with lvl 18 you will get -2 TC points. While 21 lvl will give you +1 TC point.
Tagged skills: If you don't have tagged at least one combat skill (sg, bg, eg, unarmed, mele, throw) you will get -1 TC point. If you have tagged more than one combat skill you will get +1 TC point per each tag up to +2 TC points for 3 combat skills tagged.
Equipped gear: Each item will be given with certain TC point value so f.e. no armor or leather armors will give you -1 TC point, metal armors will give you 0 and test or CA/BA will give you +1 TC point. Same with weapons.
Number of players: Minimum to take over the town is 3 players. If you bring more that 3 players you will get +1 TC point per every additional player up to +2 TC points for 5 players taking over town (6th and other players won't be calculated). Also remember that more players = more TC points from their gear/skill checks.
So town is not controlled by anyone. Gang A comes along with 3 players all wearing Metal MKII, sniper rifle, minigun and rocket launcher. They will take over the town since no one else had it before.
Then gang B appears. They come also with 3 players but in order to take over the town, they will have to show to sheriff that they can do better than previous gang so the check is going to happen. So they will equip CA and Plasma rifles. Players from both gangs are at max lvl.
When gang B try to take over, they will have be checked by NPC and they have to have more TC points than previous gang so the maths will be done:
Gang A
- 3x max lvl player = 3 TC points
- 3x tagged only one combat skill = 0 TC points
- 3x metal armor = 0 TC points
- 3x "endgame" weapon = +3 TC points
Totally = +6 TC points.
Gang B
- 3x max lvl player = 3 TC points
- 3x tagged only one combat skill = 0 TC points
- 3x CA = +3 TC points
- 3x "endgame" weapon = +3 TC points
Totally = +9 TC points.
Gang A < Gang B ergo gang B will be able to take over the town.
If gang that is in control of the town purchases also militia NPC then they will get +0 TC point per spawned militia member, +1 points per guard and + 2 per captain. So the gang that wants to take over will have to eliminate previous gang militia in order to lower their TC points so they will be able to take over.
Also I had in mind some system how would TC points slowly decrease if the gang members don't play/trade/mine in town but even now its shitload of text and I think you get the idea.
</idea>So what do you think?