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Militia is GREAT

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avv:

--- Quote from: JovankaB on September 24, 2010, 11:02:50 AM ---Who said about doing boring stuff for hours?
--- End quote ---

Guarding some place is pretty damn boring when nothing happens but you gotta do it because something could happen. Causing havoc is easy because it's quick in and out mission, suitable for players. But upholding the law is another issue because it requires constant presence. That's something you can't demand from casual players and therefore it's more suitable job for npcs.

Cryofluid:

--- Quote from: JovankaB on September 24, 2010, 08:06:30 AM ---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.

--- End quote ---

But we already know the result of that:
Klamath, Den, Modoc, Redding, Broken Hills will be empty towns because after being slaughtered 1, 2 or 3 times in a row , wastelanders won't come there anymore.

Those 5 interesting towns will be EXCLUSIVELY playgrounds for big pvp gangs.

What I suggest is to have more LIFE in those towns without becoming fully safe towns as south cities are.

You could compare this to Klamath mine => many people come here and can INTERACT with eachother BUT an enough armed group can come at any moment and killed everyone.
YET, it doesn't happen all the time thanks to militia
=> That is what I called fun: we are in danger but we can still have some talks.

In south cities, you can have some talks but you are not in danger => boring.





Kilgore:

--- Quote from: Cryofluid on September 24, 2010, 03:03:56 PM ---But we already know the result of that:
Klamath, Den, Modoc, Redding, Broken Hills will be empty towns because after being slaughtered 1, 2 or 3 times in a row , wastelanders won't come there anymore.
--- End quote ---
Aren't they empty now?

--- Quote ---Those 5 interesting towns will be EXCLUSIVELY playgrounds for big pvp gangs.
--- End quote ---
Bullshit, they are now EXCLUSIVE for those gangs which can wipe out militia. Without militia, individuals can visit towns without being instakilled by someone with 9mm, standing behind 400-600HP NPCs.

As funny as it is, I fully agree with Jovanka here. TC more like in second season, where it was almost entirely symbolic (shitty rewards, no militia, no gear check, no timer etc.), so it could be as well removed totally. We tried many TC options in various times, with perm control, without perm control, with capture 2h-window, with various timers, with militia, without it, and it ALWAYS caused some problems or imbalance: big alliances, swarms, camping on worldmap, camping in a small room, bluesuits taking towns and other shit. No special limits like "you can take only 1 town" or sth can really improve the situation .

You want to "control" the town, take your team and stand there. You need help of NPCs, buy mercenaries (btw they should be upgraded a bit). More roleplaying, which is atm extinct in this game, instead of something like "let's take all cities, waste 2h camping in small rooms, to generate enormous ammount of caps if we manage to hold it long enough".

Cryo: it was already mentioned that in the 2nd season, many times a gang or a combination of a gang and individual players were able to keep a town at least partially "safe".

Izual:
I agree with Kilgore (Never thought I'd say that one day!). Also, it doesn't sound like a bad idea to lose control of a town if nobody is inside it.

Cryofluid:
Well your solution sounds convincing too:

But then, the town has to be lost if nobody of the gang is inside as Izual said

Let's try to combine both solutions:

1: If no gang has taken control of the city, than a small neutral militia appears to help the mayor for maitaining order in his town => this neutral militia has the same script as in south cities: difference is it is MUCH weaker so that a strong group can kill it (like in klamath and junktown mines)
In pipboy=> town belongs to no-one => wastelanders knows that it is a bit safe so they can try to do some stuff in it.

2: A gang wants to take control of the city => he has to kill the neutral militia (which will respawn 1 hour later if no-one has taken control of city)
In pipboy, wastelanders will see who controls the city and than will have choice to go there or not (depending on their relationships with the gang)


Adavantages:

Wastelanders will come again in North towns because they will know in advance if the city is well-guarded or not.

Pvp gangs won't be bothered by militia anymore=> the 2 gangs in fight will both have to cope with militia
That way, it will be more challenging to take a town.

And at last, life will come again in north cities!

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