Other > Suggestions
Town Control Changes
Cryofluid:
I'd really like to test such Town Control ;D
It will surely add some dynamism to the current one.
I've also made a TC suggestion which can be linked to yours.
Maybe you might have a look at it:
http://fodev.net/forum/index.php?topic=5531.0
Glave:
A couple of militia spawning after choosing the "I've brought a couple of guys with me(...)" line from the mayor and the actual countdown starting after these guys are dead might prevent 3-4x bluesuit pack running straight into town berserk-mode capping a city, talking bout the current TC.
Anyways, back to the new scheme, I like it very much, though being a Halo player, I'd love to see things such as "hill contested", so that another gang could hop in straight into the last two minutes and grab a capture over a town. More importantly, random placement of the hill so battles wouldn't be so monotonous, giving some advantages for certain classes in some spots, making others useful in a completely different hill.
Sarakin:
--- Quote from: vedaras on June 06, 2010, 10:59:30 pm ---i think its a very good idea, but i think after town is being successfully taken, it should become invulnerable for some time, like 1-5 hours so that it would be worth risking for those 5 or more people to stand in HILL and risk dying :> what you think about that ?
--- End quote ---
I agree with this statement, towns should be locked out for a few hours after taking, so it will force others to do something when a gang takes over the city, rather than waiting for the best opportunity
vedaras:
--- Quote from: Sarakin on June 07, 2010, 06:18:25 pm ---I agree with this statement, towns should be locked out for a few hours after taking, so it will force others to do something when a gang takes over the city, rather than waiting for the best opportunity
--- End quote ---
jup point of that would be to fight against gang when they are on the hill, not when they leave, then some of players go to do something, and they retake in lame way ^^ also if for example WEAK GANG X sees STRONG GANG Y that they are taking town, they can take town too, cause Y gang will have to stand on hill in one place to take town, and if they see town control being stopped and gang Y abandoned the town which they were taking, gang X can flee too. Im not saying that invulnerability should last long, but just some time, that the gang who successfully took town, could have time to take other times instead of constant defending and watching for their newly taken town not to be lost.
xanister:
Another random thing I think would help, make militia better. It would make taking the town harder and encourage people to protect a town. I read a post about a captain that spawns lower level militia, I thought that was a great idea. And maybe when the controlling faction talks to the mayor they could give their mercs different commands like defend non hostile players. Any way to encourage trading in unguarded towns. I like the idea of seeing faction A is in control of town B, faction A is known for keeping the city safe so you can bet its safe to go there a trade. Give % of profits to the controlling faction. This way cities like redding could have a few main factions that vie for control. Like in New Reno the Bishops and the Mordinos fight for control, in Redding it could be well known that the VSB and the West Necros are the main contesting families/factions.
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