Other > Suggestions
Player-driven caravans !
Izual:
Nerf drugs, give advantage to good-sided gangs, drawbacks to evil-sided gangs (since evil have already advantages and good already drawbacks), and finally divide available ammunition amount per two :)
kraskish:
--- Quote from: Izual on July 28, 2010, 12:13:39 pm ---I see someone revived my old suggestion :)
As I said, this suggestion was written... Long ago, really. It needs more work, and you're on the good tracks for that, so thanks for your interest. However, I don't think this suggestion is valuable anymore, because the whole problem of powerbuilds/zerg swarm/kill-for-lulz has to be solved before. When gangs that play the raiders will have the drawbacks of raiders, and when the gangs that play the Rangers will have the advantages of Rangers (that's a raw sum up, of course), then I think we will be able to talk about this suggestion again. ;p
--- End quote ---
It was at the last tab of opened suggestions hehe... Well about factions, its was Michaelh139's idea, that I didnt necessarily wanted to be as other NPC factions arent so sophisticated. Anyway I think there could be a chance to have something like this, some small size PvP - 3 or 5 people (option to choose from NPC - caravan master or bandit leader) and it could work rather via NPCs not solely like a real caravan as there wouldnt be any limit of attackers. There are many powerbuilds so they could be better than the attacking party but thats why drugs need to be nerfed down and the chances would be pretty equal (maybe there should be requirement of some non combat skill or SPECIAL to activate caravan meaning more chances to attackers)
Graf:
This suggestion is great. One of the best so far. But I think, that some points should be changed this way:
1. You start a caravan with maximum of 5 people, without of any NPC guards. If you want to have some kind of militia inside, then you should travel with a caravan to the closest city and hire a guards there. This travel takes 6 minutes and give no loot multiplication, but it still could be attacked by anyone (As an optional point, that city should belong to the faction, which started a caravan to be able to hire a guards - this will make a connection between TC and caravans)
2. You can't send a distress signal while on the caravan
3. You can only enter to the caravan once with one character (this is to resist those bluesuits, which are always entering caravans to waste an ammo of people inside)
4. I see, that almost everyone here are scared of that "miniguns multiplication". Here is the decision - weapons are not multiplied when the travel are finished, but armors and ammo still should be multiplicated.
I'd love to see that suggestion implemented with all those corrections.
kraskish:
--- Quote from: Graf on July 28, 2010, 01:23:34 pm ---1. You start a caravan with maximum of 5 people, without of any NPC guards. If you want to have some kind of militia inside, then you should travel with a caravan to the closest city and hire a guards there. This travel takes 6 minutes and give no loot multiplication, but it still could be attacked by anyone (As an optional point, that city should belong to the faction, which started a caravan to be able to hire a guards - this will make a connection between TC and caravans)
--- End quote ---
I dont know...I think this should be 5 NPC limit. so lets say 5 people will be all CH builds and take 5 mercs each making it 25 NPCs. And if youd like the caravan to be open and visible on the map I guess there wont be any attacker size restriction... and in the outcome no one will participate... I guess the only way it to be balanced is to be available through some NPC (caravan leader, robber leader) so as to block more attacker if they are already attacking.
--- Quote from: Graf on July 28, 2010, 01:23:34 pm ---3. You can only enter to the caravan once with one character (this is to resist those bluesuits, which are always entering caravans to waste an ammo of people inside)
--- End quote ---
I guess this is not needed... if somebody wishes to die, let him/her die. Anyway caravan should be ready for such attack OR this could be done by simply doing it through NPC - he will not allow 1 person to enter 5vs5 fight, simple. But he/she could enter 1 + 4 mercs why not :)
--- Quote from: Graf on July 28, 2010, 01:23:34 pm ---4. I see, that almost everyone here are scared of that "miniguns multiplication". Here is the decision - weapons are not multiplied when the travel are finished, but armors and ammo still should be multiplicated.
--- End quote ---
Id go further than that. No lvl 3 stuff. Caps up to 30 000 ? And there could be level caps like 1-15 and 15-21 so like 2 types. The first would cost less
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