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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Bartosz on August 10, 2011, 08:56:24 am

Title: Revolutionizing Faction Terminal
Post by: Bartosz on August 10, 2011, 08:56:24 am
Hey, since we all know we need better communication, more information, I decided to start some small series of blogpost, about the thing I'm currently working on. Please note it's still early in development, so it might take some time, it may even turn out to be complete flop, but hey - at least we're here talking stuff, showing what's going on and trying to keep ourselves closer than it used to be:)

Read: http://fonline2238.blogspot.com/2011/08/revolutionizing-faction-terminal.html

...and comment here!
Title: Re: Revolutionizing Faction Terminal
Post by: OskaRus on August 10, 2011, 10:14:02 am
That idea with managing faction from web seems very promising.

Anyway I gladly appreciate that you have let us to see what is happening in devs dungeons.
Title: Re: Revolutionizing Faction Terminal
Post by: wreese2u on August 10, 2011, 10:22:07 am
Good ideas on changing it :)
Title: Re: Revolutionizing Faction Terminal
Post by: Luther Blissett on August 10, 2011, 11:02:59 am
Very good to know what you're doing and planning :)
Title: Re: Revolutionizing Faction Terminal
Post by: Sarakin on August 10, 2011, 03:31:14 pm
Im really happy that we moved that direction and I hope the crowd will be pleased while you might get some positive feedback/ideas from the community.
Both faction name / player name reserving and managing the faction from web sounds good, Im looking forward to it.
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on August 10, 2011, 03:55:54 pm
That definitely sounds good !
Title: Re: Revolutionizing Faction Terminal
Post by: avv on August 10, 2011, 05:05:34 pm
In devs we trust.
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 10, 2011, 05:16:38 pm
Wow! I must really find some 1-headed brahmin for you...
Let the reign of the GNTMWFOG never end!
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 12, 2011, 02:15:44 pm
Ok, wrote another post on that subject. Go and check if it's bullshit or not http://fonline2238.blogspot.com/2011/08/revolutionizing-faction-terminal-data.html. I am still unsure whether I'm not trying to make something bigger than actually needed (which may turn out to be some kind of fail), oh well:)
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on August 12, 2011, 02:37:23 pm
Ohohoh, it become more and more intersting.


Quote
For example, imagine we would like to know what items are in which base. If the server would tirelessly help us filling it, we could use such info, and make various inventories etc.

But that may be a lots of data to cope with. What do you think? What would be useful to see out there in those terminals? Or maybe it's not needed at all?

I can assure you that knowing the exact stock we have would be useful. Moreover, this could be even better if there were a register, where all stuff deposited/taken by who and when would be written: I know that especially new faction where members don't trust each other so much would be happy to have such feature. But obviously, if it require too much of the server we can live without it. However, if it's not a big deal, well, this would be a great addition.


Quote
Notice how some of that data does not really affect gameworld. For example, the status - if the player is the enemy for your gang, the gameworld (npcs, monsters and other script-driven aspects of the game) does not care about that fact. But should it be the terminal of an NPC faction, then such status matters.
This is not totally true, ennemy status is used for mercs ATM, and there is even the awesome (useless but awesome) command to ask on radio if a nick is ennemy or friend ("we checked our record. it is ennemy!"). Also, it would be good if even in those players factions, status reflected something in game: it could be for militia in TC for example (ennemy shot on sight, friends protected). And if you don't plan to give us back the genius old NameColorizing, it could be cool if we could have a faction related NC, where you can assign a color to each gang to see their registered members in the color chosen.

Also, an option to affiliate your whole player faction to a NPC faction could be great too.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 12, 2011, 02:45:11 pm
But obviously, if it require too much of the server we can live without it.
Well, that's why we are using external data storage for it. Those are designed to hold insane amounts of data, and we are not increasing the amount of memory used by fonline server (which is for now limited by the fact it's 32bit process).

Quote
This is not totally true, ennemy status is used for mercs ATM
Yeah, agreed.

Quote
And if you don't plan to give us back the genius old NameColorizing
I will try to force the idea of having it back, because it would work nicely with new terminal. You would just simply fetch the file from your web interface, and it would be generated automagically for you basing on the data that's there.
Title: Re: Revolutionizing Faction Terminal
Post by: avv on August 12, 2011, 04:26:55 pm
As long as it reduces the ammount of taxiing, relogging and escorting people to bases it's gonna be big improvement.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 12, 2011, 08:06:37 pm
Quote
("we checked our record. it is ennemy!").

Ah damn, it was soo long ago I even forgot it's there. One of the first things implemented...
Title: Re: Revolutionizing Faction Terminal
Post by: LagMaster on August 12, 2011, 11:01:01 pm
awesome job!!!!

also if we can use the faction and merk mood on other servers, can you show us how to do that on other servers?
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 12, 2011, 11:15:41 pm
awesome job!!!!

also if we can use the faction and merk mood on other servers, can you show us how to do that on other servers?

I'll be trying maybe to post some technical how-tos and other stuff I find interesting, but I doubt there will be any ready solutions posted...
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 13, 2011, 01:51:14 am
scypior, i just noticed something... on your first post you wrote somethin' about player chars info, but i must admit i havent understood too much...
Basically player info would be stored somewhere else? And will be wipe-safe?
I probably misunderstood, so if someone could explain me a little better (i'm not too pratic with servers and stuff ;D)
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 13, 2011, 09:49:24 am
scypior, i just noticed something... on your first post you wrote somethin' about player chars info, but i must admit i havent understood too much...
Basically player info would be stored somewhere else? And will be wipe-safe?
I probably misunderstood, so if someone could explain me a little better (i'm not too pratic with servers and stuff ;D)
The data that is stored in faction terminal will be put in external database. Also, the registered playernames, which is helpful so that no one takes over your name. The character information, stats, items will be stored as it is now.
Title: Re: Revolutionizing Faction Terminal
Post by: LagMaster on August 13, 2011, 01:53:27 pm
so that means no more character wipe out at wipe?
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 13, 2011, 01:59:03 pm
Basically, we will rember names and faction, without real player infos?
So, if after wipe i register a name that was previously in a faction, i will have that char in a faction? Sounds like identity thief.
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on August 13, 2011, 02:20:13 pm
As I understand it: after wipe, your faction will still exist, and your character name as well (as these info are not stored on our 2238 server anymore). After wipe, you gonna use your usual logon and password, but will still have to create the new char SPECIAL, and will start at lvl 1, and even if your faction still exist with all it's ranks etc, you gonna have to buy new bases etc...
This is to avoid faction name and char name thievery, and make easier faction managing (you don't have to invite again and promote again everyone in your faction after the wipe).
Title: Re: Revolutionizing Faction Terminal
Post by: balio666 on August 13, 2011, 03:07:03 pm
A function to assign specific base access to each rank could be usefull as well. Something like : "Rank recruit => base A, Rank member => Base A and B, Rank trusted => Base A, B and C. It would be even easier than editing each faction member's allowed base access. And yes the inventory feature to check what's in which base could be awesome, we could even imagine a feature to make this inventory base sheet public to show what's in stock to sell at any moment, very usefull for known trader in wasteland.

PS : very good idea to show what you are working on !
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 13, 2011, 03:29:09 pm
so that means no more character wipe out at wipe?

No, that means other player can't steal your name just by quickly registering.

Quote
So, if after wipe i register a name that was previously in a faction, i will have that char in a faction? Sounds like identity thief.
That would be the case if the playername wouldn't be attached to your account.

Basically, it's like Crazy says.

Quote
A function to assign specific base access to each rank could be usefull as well. Something like : "Rank recruit => base A, Rank member => Base A and B, Rank trusted => Base A, B and C. It would be even easier than editing each faction member's allowed base access.
Yeah, either we may provide standard functionality in that manner, or someone could just customize his web interface to automagically assign some bases after rank change.

Quote
And yes the inventory feature to check what's in which base could be awesome, we could even imagine a feature to make this inventory base sheet public to show what's in stock to sell at any moment, very usefull for known trader in wasteland.

Good thinking. And this is what I'd like to achieve with this - players got the data, players got the tools, even if lazy dev won't implement something, customization should still allow players to build something like that. I strongly believe in this idea, of course we will see how it will turn out.

Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 14, 2011, 10:49:22 am
Double posting:)

Published another info on the implementation process:
http://fonline2238.blogspot.com/2011/08/bases-visibility.html

in this case, I simply need your input to think about it further. Read and reply!
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 14, 2011, 12:15:15 pm
As you said, magic's not our stuff... but is needed sometimes  ;D
I like this. More i read more i like.
One question:
Quote
That would be the case if playername wouldn't be attached to your account.
We are going to have accounts?
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 14, 2011, 12:24:05 pm
One question:We are going to have accounts?

Yes, they're gonna be probably tied to the forum accounts, it's not specified yet exactly.
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 14, 2011, 12:32:50 pm
Good to know. NOW i'm sure i'll love this new faction system! 8)
Now, for that one-headed brahmin... i'm still working on it.
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on August 14, 2011, 02:56:18 pm
Even if it seems "magical", in my experience, it would be easier to deal with base raper by just making the location disappear for them when they're removed from list. There is a very good argument for that: after wipe, you won't be able to have as many followers, and I am not even sure you could let them camp in your base while your sleep (which is a good thing, for everything but base protection). Gameplay>Realism
Title: Re: Revolutionizing Faction Terminal
Post by: Lidae on August 14, 2011, 08:28:51 pm
Quote
Gameplay>Realism
Agreed!

I was thinking about name colorising, and I can sort of understand the argument against the old system in the sense of being "unrealistic"... But what if instead of being able to always see immediately what faction any player is in and have different colours for all of them, perhaps you would need permission from those factions first? Say maybe C88 can ask TTTLA (allies) to get automatic colorising for their members, so that all C88 will immediately recognise TTTLA, but if C88 were to ask, say, CS, perhaps they would deny this and C88 members would not be able to automatically spot CS members, but would have to add these manually to the database instead. This way you would be able to automatically keep track of those in factions that have given their consent, sort of like shared intelligence, but keeping track of those that want to remain "hidden" will have to be done much like before. I think this would be more realistic, and also more useful than the current name colorising. It would also be really nice if setting enemies of faction would allow all members of that base to see those nicks in red. It would lead to less friendly fire and less confusion, I think.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 14, 2011, 08:50:03 pm
Say maybe C88 can ask TTTLA (allies) to get automatic colorising for their members, so that all C88 will immediately recognise TTTLA, but if C88 were to ask, say, CS, perhaps they would deny this and C88 members would not be able to automatically spot CS members, but would have to add these manually to the database instead.

I think we may indeed build something like that on top of those databases - once we get everything up and running - and without much hassle. I'm optimistic:)
Title: Re: Revolutionizing Faction Terminal
Post by: Reiniat on August 15, 2011, 04:19:58 pm
Quote
The other case however, might also be liked (oh no, he may come and kill us in our base, better quickly revoke his access!!!), but I very much liked the fact you needed to kill that unwanted player on your own ground to settle things, so I could think of solution for this, if it is really needed.
If we end up doing everything via computer inside another computer, its like be ourselves inside of Fonline: staying everyday looking to our PC instead of enjoy the beautiful wasteland. There must be limits to what you can do via faction terminal. :P

About accounts for each player.....WEEEEEEEEEEEEEEEEEE. i really wait for something like that since i begin to play this game, in my very own opinion players should be able to know who is the REAL user of all those ugly alts that ride around. Sounds unrealistic and most people will not want it but its a good idea since the whole alt system is unrealistic.
You should not change characters and be a completely different player since all your characters serve one master, sounds hipocrit at least to me.


Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on August 15, 2011, 04:40:44 pm
You should not change characters and be a completely different player since all your characters serve one master, sounds hipocrit at least to me.
Huh, even if your chars are related to an account, I really hope other people won't know it... It's not hipocrisy, it's another way to play the game. For example, there is in my team some big roleplayer who play characters that I would kill on sight, and I never knew their name and wouldn't recognize him if I meet him in wasteland.
One of biggest probem for the RP in this game is that people mistake players with characters, which can prevent correct roleplaying.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 15, 2011, 07:49:12 pm
No, it won't be possible for other players to check other account's players, on the other hand, devs will surely peek into that information:)
Also, we don't want to impose any limits for characters per account.
Title: Re: Revolutionizing Faction Terminal
Post by: Reiniat on August 15, 2011, 08:26:14 pm
Huh, even if your chars are related to an account, I really hope other people won't know it... It's not hipocrisy, it's another way to play the game. For example, there is in my team some big roleplayer who play characters that I would kill on sight, and I never knew their name and wouldn't recognize him if I meet him in wasteland.
One of biggest probem for the RP in this game is that people mistake players with characters, which can prevent correct roleplaying.
So you kill your friends with others alts, because they are performing another characters, and you feel that okay?
i think i've lost some lessons about RP

Anyway RPs are very little in Fonline or are margined to certain alts.
what about:
--n00b PKs with crafting alts asking miserycordy in encounters with names like "GodGuy","CrafterMan",etc.
--Guys joining to many factions enemyes among between
--APKs with PKs alts, or viceverse
--PKs wich talk nicely with his other low lvl alts because they dont want to be murdered
--dozens, even hundreds of Farmers, Looters, Thiefs, Crafters, Barters, Taxis, etc. of alts that will not feel the vengance from the actions of the Master alt even if his only purpose is to serve the Master Alt
Is all that OK, isnt that hipocresy?

Also keep in count all the guys who kill people in encounters because they dont know who are they REALLY facing, isnt that a problem for RP?

PD: how is mispelled, hipocresy or hipocrisy,?lol  ;D
Title: Re: Revolutionizing Faction Terminal
Post by: Sarakin on August 15, 2011, 08:57:16 pm
Well Crazy is somewhat right, but Id rather see all chars of a certain player. Players shouldnt be allowed to hide under new characters and do things that they wouldnt do with known chars, players should face the consequences of their deeds.
Anonymization fuels trolling and mischievous wrongdoing.
Title: Re: Revolutionizing Faction Terminal
Post by: Reiniat on August 15, 2011, 09:06:20 pm
http://fodev.net/forum/index.php?topic=18073.msg149903#new
now i understand Crazy, but im still thinking that is better my idea, benefits are over the loss.

Title: Re: Revolutionizing Faction Terminal
Post by: JovankaB on August 15, 2011, 09:52:20 pm
Well Crazy is somewhat right, but Id rather see all chars of a certain player. Players shouldnt be allowed to hide under new characters and do things that they wouldnt do with known chars, players should face the consequences of their deeds.
Anonymization fuels trolling and mischievous wrongdoing.

Yay for metagaming. Death to roleplaying!
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 15, 2011, 10:05:23 pm
Id rather see all chars of a certain player

But then someone may just set up other account...
Title: Re: Revolutionizing Faction Terminal
Post by: Sarakin on August 15, 2011, 10:07:09 pm
If game accounts are tied to forum accounts, it wouldnt be so easy.
Title: Re: Revolutionizing Faction Terminal
Post by: JovankaB on August 15, 2011, 10:15:41 pm
I have better idea - permaban all people who use many characters as one (in non-roleplay fashion).
Ban all metagaming powermonkeys who relog one second after they die in battle :[
Title: Re: Revolutionizing Faction Terminal
Post by: jan0s1k on August 15, 2011, 10:37:14 pm
Ban all metagaming powermonkeys who relog one second after they die in battle :[
Relogging is old, now everyones prefer proxy.

(in non-roleplay fashion)
Why "roleplay faction" has to use alts? Could you explain it? And why normal players, who likes just to mine, etc, have to be banned because of that?
Title: Re: Revolutionizing Faction Terminal
Post by: Grommok on August 16, 2011, 09:19:35 am
Ok, how do you reconize a "normal" alt from a "roleplay" alt? This really makes no sense.
Title: Re: Revolutionizing Faction Terminal
Post by: Senocular on August 16, 2011, 10:33:40 am
If you don't say "lol" and your nickname is Mad Max then you are a roleplayer.
Title: Re: Revolutionizing Faction Terminal
Post by: Lordus on August 16, 2011, 01:37:54 pm
Ideas (related to gameplay)

 Factions info:
 a) one era relation information:
 aa) number of registered alts
 ab) number of players visiting base
 
 Reason: (prfemise = 1 faction could have more than 1 base)
 Every base could have 2 attributes
 1) max registered alts per base (related to base water source and water tank capacity)
 2) max safe enter and exits of base (related to fact that players should be tracked to their bases)
 
 ad 1) if your faction would exceed the number of base capacity, you need to 1.1) fill the water tanks with additional water (water caravans team quest) or 1.2) buy another (tier 2, 3, ...) base with bigger source of water and bigger water tank capacity.  If not 1.1 or 1.2, your team would not be able to add another alts rights to visit this base

 ad 2) if your team exceed number of safe enters and exists of the base, current base should be trackable by other players. If you exceed this significantly, base should be visible on base.

 => if factions wants to powerplay in fonline (more alts: more crafters, more powerbuilds, more members), they would have to focus on themselfs first, focuse on their bases.. they would not have time to start PKing in massive numbers in first few days after wipe..

 also existing featuers could be reused in different way (who use caravan, if everyone have car? => you would need caravan to supply your base.).

 At the ened of base hierarchy, i see world map visible faction base, with defences, walls, gates like (so relatively thief safe base), like on other servers (The Life After, Requiem).

 Q1: How to avoid another faction abusing to avoid this water tanks, base visibility feautures?
 A1: a) high tier base with bigger capacity and less propability of unwelcome visitors = more comfort for faction members (=elimination of base restricions)
       b) factions with higher tier bases would get higher tier stuff from TC (or similar minigames), like on Requiem servers (=motivatoin element)

 P.S.: I would like to see base very similar to The Life After base, where will exist zones where can enter only leader and important member (for save rare or hight valuable stuff, caps,), zones for basic members (and leader and i.m. too, of course), where you can save basic items for core members, and zone for newbies (and l, im, m too), for new members, to prevent stealing. I believe, that if you would have newbies in one place with core members, more players would continue playing and less would quit.

 But if you would like this idea, dont forget about ergonomy of highest tier bases (1 or 2 clicks to enter members /newbies zones, max 10 hexes to leave the base on world map) = current vault base is worst than every other in this way.
Title: Re: Revolutionizing Faction Terminal
Post by: Izual on August 16, 2011, 03:17:07 pm
Quote
If we end up doing everything via computer inside another computer, its like be ourselves inside of Fonline: staying everyday looking to our PC instead of enjoy the beautiful wasteland. There must be limits to what you can do via faction terminal. :P
This.


If game accounts are tied to forum accounts, it wouldnt be so easy.
How would you do this? (Even if it was possible to tie them together, it's still easy to create another forum account, right?)
Title: Re: Revolutionizing Faction Terminal
Post by: Lexx on August 16, 2011, 03:25:03 pm
It's not much a problem to tie them together. You just share the same database data. It will not make the creation of alternative accounts harder, though. But if you can have an unlimited amount of characters saved in your account, there really is not much sense in making more than one account.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on August 16, 2011, 03:27:41 pm
But if you can have an unlimited amount of characters saved in your account, there really is not much sense in making more than one account.

Some people stated here they would like the characters list to be public.
Title: Re: Revolutionizing Faction Terminal
Post by: Senocular on August 16, 2011, 04:16:36 pm
But if you can have an unlimited amount of characters saved in your account, there really is not much sense in making more than one account.
Unless 10 minutes relog timer between alt stays.
Title: Re: Revolutionizing Faction Terminal
Post by: Lordus on August 16, 2011, 04:43:18 pm
From PvP gang perspective:

 a) one account = many chars. Would changes of player account attributes (i.e. faction membership) affect all of the chars, or not. If all, it could help organizing gang agenda. X your crafters in NPC factions would be affected too?
 
 b)  name colourizing: if you would not bring it back, players would tend to join one faction only to recognize themselfs (in late phaze of game, when your team dont have enough players to TC, it is only solution). But all of the chars or only one would be allowed?
 
 c) But dont forget on player motivating elements.. Why not i.e. 10 percent of experiences that exceeds your lvl. 21 experience level could be used in another char registered under your account PLUS cannot log same chars form one account at one time (against multiloggers).
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 14, 2011, 03:42:29 pm
A step-aside:
http://fonline2238.blogspot.com/2011/10/improving-vintage.html
Title: Re: Revolutionizing Faction Terminal
Post by: falloutdude on October 14, 2011, 04:58:59 pm
scypior when can we get a update? we all know its long overdue. even if its just small things like bug fix's i think most of will be happy.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 14, 2011, 05:04:58 pm
scypior when can we get a update? we all know its long overdue. even if its just small things like bug fix's i think most of will be happy.

When you update prematurely, there are no small bug fixes. There are new bugs. That would be troublesome.
Title: Re: Revolutionizing Faction Terminal
Post by: Jotisz on October 14, 2011, 08:37:31 pm
Its nice to see some news at the blog this sounds and looks good. I assoume it will be possible to differentiate factions for npc faction characters too?
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 15, 2011, 03:31:14 pm
Its nice to see some news at the blog this sounds and looks good. I assoume it will be possible to differentiate factions for npc faction characters too?

Yes. Those are no different in that regard.
Title: Re: Revolutionizing Faction Terminal
Post by: xenom on October 16, 2011, 12:06:08 am
Faction terminal we have too in desert europe.
Thats only screen from new panel, but maby some ideas will be useable for you too :-)
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 16, 2011, 08:29:41 am
Faction terminal we have too in desert europe.
Thats only screen from new panel, but maby some ideas will be useable for you too :-)

Yeah, like I wrote in blogpost, at the beginning we had to do it using dialog interface, and for this wipe, we've added only few convenience functions. It's still uncertain whether it may be reworked before web interface will arrive or rather after.
Title: Re: Revolutionizing Faction Terminal
Post by: runboy93 on October 18, 2011, 06:02:35 pm
Very interesting blogpost :)
I looking for more and of course ingame working (Someday..)
Title: Re: Revolutionizing Faction Terminal
Post by: Gob on October 23, 2011, 11:13:30 am
Maybe make it so we can use our own names, not from the list.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 23, 2011, 12:03:51 pm
Maybe make it so we can use our own names, not from the list.

Sadly, not for this wipe.
Title: Re: Revolutionizing Faction Terminal
Post by: Sarakin on October 24, 2011, 02:11:46 am
It would be great if you could see ingame, what names are free to be taken as a faction name.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 24, 2011, 06:35:13 am
It would be great if you could see ingame, what names are free to be taken as a faction name.
Hm, I think that this should be certainly doable within given time frame, thanks for bringing it here so that I recalled the issue.

I also do hope that with multiple bases there will be much less factions around.
Title: Re: Revolutionizing Faction Terminal
Post by: Wichura on October 24, 2011, 08:22:01 am
I also do hope that with multiple bases there will be much less factions around.
Our humble Orphanage has so far 3 or 4 bases, of course every is separated "faction", even if we don't give a crap about Tree Control and there's no difference if terminal welcomes me with "*beep* Street Queens" or "*beep* Uber Woodsmen" or "*beep* Trolololo Pwnz0rs". There is much more "factions" that people take names to have their private hideouts, I owe two of such places. Can't even tell what "faction" are these.

What about random locations and base types available in each city?
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 24, 2011, 08:54:12 am
What about random locations and base types available in each city?

Only certain types are available for the caps at the 'base sellers' (Cave everywhere, Gas station at Redding and Junktown, and of course Bunker, as a part of quest). Rest is going to be available to be 'built' (just bring lots of resources to the NPC) on a place you wish it to.
Title: Re: Revolutionizing Faction Terminal
Post by: Graf on October 24, 2011, 10:59:23 am
Rest is going to be available to be 'built' (just bring lots of resources to the NPC) on a place you wish it to.

Yay! It seems like my suggestion is about to come to life :)

Hopefully, you won't miss my new suggestion (http://fodev.net/forum/index.php?topic=19046.0) either.
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on October 24, 2011, 05:05:51 pm
Only certain types are available for the caps at the 'base sellers' (Cave everywhere, Gas station at Redding and Junktown, and of course Bunker, as a part of quest). Rest is going to be available to be 'built' (just bring lots of resources to the NPC) on a place you wish it to.

Aw come on, are you saying that the awesome bunker will always stay near Glow, to be sure that no TC player ever buy it?
And if I want my gas station near Redding I still gotta have to buy it 10 times?
Title: Re: Revolutionizing Faction Terminal
Post by: Wichura on October 24, 2011, 05:16:03 pm
Only certain types are available for the caps at the 'base sellers' (Cave everywhere, Gas station at Redding and Junktown, and of course Bunker, as a part of quest). Rest is going to be available to be 'built' (just bring lots of resources to the NPC) on a place you wish it to.
* fap fap fap *

Finally.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 24, 2011, 08:37:36 pm
Aw come on, are you saying that the awesome bunker will always stay near Glow, to be sure that no TC player ever buy it?
Yes

Quote
And if I want my gas station near Redding I still gotta have to buy it 10 times?

Eh damn, you are always gonna get what you want, aren't you! Well, would be silly to actually build gas station, no?

The list of the locations that are 'buildable' is not decided yet.

Quote from: Graf
Hopefully, you won't miss my new suggestion either.

You better link your suggestion about bringing materials to build base, as I'm too lazy to search:)
Title: Re: Revolutionizing Faction Terminal
Post by: Wichura on October 24, 2011, 08:42:53 pm
The list of the locations that are 'buildable' is not decided yet.
Depot plox plox plox.

Anyway - to build such location starting new "faction" would be required? I mean there's like 10, maybe 15 gangs interested in having gang name to perform Tree Control, while I and many similiar woodsmen simply don't give a crap about their "faction" name, all we need is a hideout. So?
Title: Re: Revolutionizing Faction Terminal
Post by: Ganado on October 24, 2011, 09:07:03 pm
Rest is going to be available to be 'built' (just bring lots of resources to the NPC) on a place you wish it to.
Awesome. And just to reiterate, you are making adding and deleting players from bases an external thing so that we don't have to go through the trouble of bringing each player to each base, right? If I understand the blog correctly.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 24, 2011, 09:11:46 pm
Quote
Anyway - to build such location starting new "faction" would be required?
You just add it as another base to your existing faction. After all, your woodsmen may do not care about name, but you form a group either way.

Quote from: Dishonest Abe
...
You assign visibility per status (currently only friends) and per rank, for each base your faction owns.
Title: Re: Revolutionizing Faction Terminal
Post by: Wichura on October 24, 2011, 09:16:38 pm
OK, so maybe start a competition for hideout maps? Not that I have time to do these, but maybe it's worth to try?
Title: Re: Revolutionizing Faction Terminal
Post by: Crazy on October 24, 2011, 11:12:19 pm
Aw come on, are you saying that the awesome bunker will always stay near Glow, to be sure that no TC player ever buy it?
Yes
That's really sad.


Quote
You assign visibility per status (currently only friends) and per rank, for each base your faction owns.
Btw, did this custom ranks idea have been abandoned?
Title: Re: Revolutionizing Faction Terminal
Post by: Graf on October 25, 2011, 06:47:39 am
You better link your suggestion about bringing materials to build base, as I'm too lazy to search:)

No problem, here's (http://fodev.net/forum/index.php?topic=17180.msg141774#msg141774) it.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 25, 2011, 12:06:38 pm
Btw, did this custom ranks idea have been abandoned?

No, it will arrive with web interface, which is not part of this wipe, and it's veery uncertain when it's gonna arrive:)
Title: Re: Revolutionizing Faction Terminal
Post by: Lordus on October 25, 2011, 08:59:47 pm
 Vault Base is not as good as it looks. Its ergonomy is obsolete in comparsion with even basic type of base (cave). It takes very long time to get in and out, if you use the vault itself, not only place infront of Vault. On Requiem (TLA) is this solved, so you have two different ways how to enter. Long way (infront place, open doors, use elevator (or ladder), then same way out. Or you can go directly from worldmap to location with lockers directly inside base, and vice versa (using preview and different exit grids).

 Most of bases are not used in its purposed way, but everyone puts everything on ground.

 So in general, Vault base is something like lollipop. Once you saw it, you want it. But after you get it and taste it, you realize, that someone had sticked this lollipop inside his own ass.


 On Requiem, there are cca 200 players playing daily (dont know exactly, but more than on 2238) and there are cca 30 players factions (because you can own more bases under one faction). So i think that there could not exist the list of names, but players could choose their own faction name, with ex post dissolution of faction, if they would violate any rule.
Title: Re: Revolutionizing Faction Terminal
Post by: Wichura on October 25, 2011, 09:09:06 pm
Bunker base would have much more use, if there's Tree Control in Necropolis. For now it's dead base near dead city in dead area, definetely not worth 500k caps.
Title: Re: Revolutionizing Faction Terminal
Post by: Reiniat on October 27, 2011, 11:48:19 pm
No, it will arrive with web interface, which is not part of this wipe, and it's veery uncertain when it's gonna arrive:)
Im not trying to be ungrateful, but if that stuff is not going to come after the next wipe then you shouldnt even talk about it, until the wipe after the next wipe.
Title: Re: Revolutionizing Faction Terminal
Post by: runboy93 on October 27, 2011, 11:57:42 pm
^
Yeah it's totally insane talking about "not coming to next wipe etc.."
Put wipe timer on blog and then talk about those things.
Title: Re: Revolutionizing Faction Terminal
Post by: Bartosz on October 28, 2011, 12:14:23 am
Quote from: Reiniat
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Quote from: runboy93
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God I hope there is some confusion going on.