Other > General Game Discussion
Militia is GREAT
Cryofluid:
I make this post because I'm fed up with people whining about militia.
It seems that there is only my gang (TTTLA) that is content with militia in town.
=>Big "kill'on'sight"gangs are whining because it inteferes with their battle ground. Wtf! a town shouldn't be doomed to be a constant battleground! A fight here and there sometimes would be enough (and than funnier).
=>Many lone players (and even GM as I can read in Gasoil draw comments) are also complaining about that.
We have tested towns without militia for 8 month or more and it wasn't that good=> Of course, small scale actions were enable like Modoc'militia or Orphans welcoming people in Den. But it was before BBS pushed the pvp at its extreme.
At this time, it was impossible to put a foot in town without being killed by them (Yes they were very active and slept few).
All other gangs followed their way and no-one could cope with big gangs (except big gangs).
There was a long dark period where North cities were ghost cities.
And then comes hope: MILITIA in town. Strangely it was suggested by a famous BBS (NiceBoat).
At the beginning, it was nice. Whenever my gang manage to control Broken Hills we could have meeting with players in town without having to be full stuff gang.
Thanks to militia, it was again possible to stand at entrance without being killed instantly.
Now I see the problem => cities are controlling mostly by evil gangs (For now we are still reorganising but we hope to counter that in a close future)
Consequently, with militia it's WORST than before=> they need only one guy in bluesuit in town=> this guy kick all players that are coming and militia finishes the work...
Very sad and it's nonsense.
MY SUGGESTION (not to throw the baby out with the bathwater):
Militia should interfere EXACTLY the same way as it does in SOUTH cities.
Even concerning the owner gang!
The only time when the militia will help the owner gang would be when TC is triggered.
BTW dev, sometimes I wonder how you find the strength to keep on with so many whiners (even GM are whining!). As for me, I accept criticism for my work, but sometimes it's good to have congratulations.Yet, perhaps many players PM you secretly to congrat your good works? :D
Surf:
I agree wholeheartly. Ofcourse I am no evil warrior of the north, but I often visit the towns there when there's not so much fighting. I don't have anything against the milita but can understand why some players want them to be removed (for obvious reasons. ::) ) like you, Cryo, already said.
Cultist:
I just find them annoying when the faction that controls the town just uses them to help them pk bluesuits. Luckily the geckos in klam seem to have been turned off because getting bursted to death due to a lizard nipping at your heels was a pain.
DonGizmo:
I think that Cryo boys deserves one town with their own militia like an RP project.. Seriously. Gift from devs/gm. But rest of cities (northern) should be without militia because well known bad effects on gameplay.
JovankaB:
--- Quote from: Cryofluid on September 24, 2010, 05:38:24 AM ---=>Many lone players (and even GM as I can read in Gasoil draw comments) are also complaining about that.
--- End quote ---
Nah, I'm not really complaining about militia. If it was up to me, ALL town control mechanics and features would be removed. Yes, REMOVED. If you want to control something, you go there with real people, kill all enemies, and stay there and try to protect it as long as you want. If you are not there you obviously don't control anything. That means no militia (you can bring your own mercs), no TC NPC, no "magical boxes" with rewards from nowhere (you can loot, do town jobs or tax other players), no magical global messages (however I would add town radio channels with automatic messages like "heavy fights in Modoc, watch out" etc), no pipboy TC status (who cares anyway). But that's my vision and it will never happen so whatever.
Navigation
[0] Message Index
[#] Next page
Go to full version