Other > General Game Discussion
Millitia ruins pvp
Gatling:
Only because the big gangs insist on fighting in such large groups so often. And using the best gear.
Little less emphasis on the best of the best and costs would not be so high... but that is another, horrible issue.
-I would simply not prefer Militia present at all. Ideas offered beforehand were musings and suggestions. As it stands, I see no point in their existence and all I have noticed is detrimental effects to the pvp state where they are present. It reminds me that ghoul sniper ages ago who camped in modoc brahmin pen. Anyone else remember how annoying that thing was?
Kilgore:
No one likes to lose, and you can get an advantage against your enemy in following ways:
1. using better stuff (which simply results in using best stuff possible)
2. taking more people with you (which results in taking as many as you can)
3. using better character builds than your foe, being more experienced
4. using tactical advantage like suprising attack, terrain, buildings and so on
5. using the most effective way of communication (big gangs use voice communication already)
First two of them are the easiest ones and you can't do anything with that. Don't expect people coming to big fights with shotguns and jackets because it's just not effective. The winner takes all, so it's better just to use better stuff and increase your chances of winning the battle.
Lack of militia resulted in dead towns and PKers/other people on worldmap. Now you can take town, guard it and make your own rules there (even if you want to make something as "every must have long hair or will be shot on sight". Yes, militia helps PKers to kill all on sight, but it helps antiPKers keeping the town safe even more.
LeMark:
Gatling I don't understand your cusade against militia. The RP some TTTLA, some Wastelander and you make today in BH can't be possible without militia protection. All team of the big 3 agree with militia, I thing we can move to the next subject no?
Pozzo:
But Gatling mentioned interesting ideas
--- Quote ---Militia by this token Should not be related to them, except to the town. Militia is made up of people from the area, normal people with guns defending their territory. If someone shoots at another wastelander there and not their town, they shouldn't give a shit. In-fact, if a gang shows up to oust the gang which is holding them hostage (because thats what 'controlling' the town amounts to, does it not?), militia I would think would welcome it, because the more dead wastelanders, the better for them. Not to mention that gangs don't actually invest anything Into the controlling of the town at all, except their gear, which they do for pvp anyway and not the towns benefit.
--- End quote ---
It could be interesting to make a difference between "raiders" gangs and "civilized" gangs which control the town. After taking control of the town, the gang can choose 2 options :
1) Protection : when a bad guy is killed in town by the militia, his stuff will have a replication time (30 sec or 60 sec). If the gang members don't take the stuff so this equipement go to the town supplies (not accessible to the gang). After 10 minutes (the time of replication of a milician) a new milician is created and he is equiped with this stuff that the bad guy lost.
2) Barbary : as it is now. The gang controling the town got all the stuff from the dead guys and the militia is the same. (this option can be ameliorated but I don't have much ideas about raiders).
Roachor:
--- Quote from: Gatling on July 20, 2010, 03:24:31 AM ---Only because the big gangs insist on fighting in such large groups so often. And using the best gear.
--- End quote ---
The game is like this because that's how you guys designed it. People will always play at the highest tier possible because it's the only way to win and no one plays a game to lose. They aren't "insisting", just using the framework provided.
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