Other > Suggestions

Town Control Changes

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Michaelh139:

--- Quote from: xanister on June 07, 2010, 06:32:57 pm ---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.

--- End quote ---
Dis :P.

Also I like the idea in a whole but this is slightly off.  Say for example gangmembers are going to Hill but in that town they are killed by camping gangers making it impossible for this "King of the Hill" to really take place unless entire force is that at the very moment.  For those who don't understand I'm 5 gangmembers can stay on hill and take it (e.g. 5 bluesuits) while rest of gang camps and rapes the rest that come near it from the spawn points in towns.  Or is this the point?

vedaras:

--- Quote from: Michaelh139 on June 07, 2010, 07:46:02 pm ---For those who don't understand I'm 5 gangmembers can stay on hill and take it (e.g. 5 bluesuits) while rest of gang camps and rapes the rest that come near it from the spawn points in towns.  Or is this the point?

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read whole post before commenting, there will be gear check, no blue suites :>

Michaelh139:

--- Quote from: vedaras on June 07, 2010, 07:52:42 pm ---read whole post before commenting, there will be gear check, no blue suites :>

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Wel lets say they do that but the rest pf gang still camps and rapes any other gangers coming to try and join.

Solar:
Then they will have to get there before one of them dies, or they fail to take the town.

xanister:
With a better militia and the KOTH changes I think TC would go like this.

1. Gang shows up in town.
2. Gang goes to KOTH spot attacks militia guarding it.
3. Gang finishes off militia and takes losses, but if 5 or more are still around start the countdown, otherwise the gang has to wait for re-enforcments to start while militia might start to respawn, making it very hard to take a city.
4. While the countdown is going on gang defends hill from other gangs trying to stop them.
5. Gang finishes timer and takes control.
6. Gang installs militia throughout city(ie respawning captains) and helps defend town while militia builds up. Also I think choosing how militia will behave would be great (ie defend non hostiles/kill enemies of faction/... maybe even attack only members of faction x, y and z.
7. Gang can leave and come back every now and then to collect profits from trading or to defend when another gang trys to attack, safe knowing that it requires a major offensive to take the town.

*Another random thought, it might be possible to make militia charge mine tax (ie if a player doesn't put an ore or mineral in a container before they leave the mine the militia will kill them on the way out.)  The ability to choose the laws in a town I think would make them feel a lot more alive.

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