fodev.net
Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Marko69 on August 24, 2011, 01:10:45 pm
-
It makes no sense, militia got from around 300-500 hp and a sniper perk, or a lot of critical chance, it's unfair against player level and characters, makes town fights all shitty and unbalanced. It's bad for gameplay. NPC:2238. I don't know what else to say.
-
I think that DARK KNIGHT should be able to handle some militia or am I wrong?
Use your dark magic or sacrifice some friends...
-
I don't know what else to say.
Maybe nothing.
Its just a game remember. Militia makes sense, because few pvp chars cant simply blow up wkole town. Try to imagine that 1 sniper at the gate, represent 20 policemen:] We know that VC is bigger than that small area in Fonline, so we know that military forces are bigger than few guards.
-
Maybe nothing.
Its just a game remember. Militia makes sense, because few pvp chars cant simply blow up wkole town. Try to imagine that 1 sniper at the gate, represent 20 policemen:] We know that VC is bigger than that small area in Fonline, so we know that military forces are bigger than few guards.
But guess what: few pvp chars can already blow up whole town by camping some small building when the defenders are sleeping. Even tsar uber 600hp militia has been wiped out in few hours when they weren't there to watch over the town.
-
Obviously militia is godsent for keepers so they have some chance to prevent their stuff being taken when nobody can play.
However it's not really good feature otherwise.
I could've imagine it done better so that you wouldn't need to roll good weapons and keep killing it, but you couldn't have militia all the day long or whatever.
Like taking huge part of city income to be managed, based on hours atcive. In hours they are not paid for there'd be only small patrol to take care of order (because killing it off completly would be quite messy). Ofcourse choosing 24/7 militia would cost 100% of city income, while 12/7 could be perhaps less than 50% to encourage making some window but not turning it off completly.
Ofcourse there're other possibly better solutions to this problem, but ideally militia should appear only in hours you can't play, and should be able to manage itself while being somewhat effective.
That means suicide killing shouldn't be possible, and you shouldn't be able to roll all-sniper crew either.
And ideally only small patrols would exist and reinforce in case of casaulties or bigger threat, so it does not play that big role in case of uninterested skirmishes.
-
Sure Avv, but u have too admit that godmode militia will fight longer that 'few guys' and prevent town from trolls.
-
Sure Avv, but u have too admit that godmode militia will fight longer that 'few guys' and prevent town from trolls.
They don't even bother picking up items or whatever. It's good they don't do it, however it allows you grab some burst weapons, and just suicide burst them. If you plan it good, it's easy to make them hurt themself in crossfire as well.
Especialy when there's militia with gatling laser you might as well kill each other just using this one :d.
-
Militia can't save the town from players who attack it when defenders are afk.
But militia does kick everyone's ass when defenders are present.
Imagine a situation: group of 3 + 2 proxies capture town when defenders are afk, 8 hours pass (people are sleeping and working) and they get 16 merc militia. Now the original defenders, 10 guys want their town back but get smashed by 3 players and 16 merc militia. Fair?
-
Maybe the return of one hour TC time for every city should be returned. ;-)
-
Maybe the return of one hour TC time for every city should be returned. ;-)
No! .... no. :P
-
Militia is making only a problmes, everyone know that. sugestion is really simple and im pretty sure all gangs involved in TC wars will agree.. that changes its a few minutes of work for scripters
starting number of militia: 4, growing every 30 minutes
reduce maximum number of militia to 8
who need miliita in thoes days ? my gang have 8-10 - its quite large number for present times.. and we cant do anything against 20 miltians with 200-500hp - they are to strong, one guy with hunting rifle and milita cna smash all of us without any problems
a lot of changes need to be done in TC system ( new tc zones, tc time windows, rewards etc. ) but please change only this thing
-
Maybe reduce the militia number and improve their AI ? For example militia could remember for a short period time who attacked them and would consider the attackers hostile so that 1 hex suicide bursters can't handle the militia.
-
starting number of militia: 4, growing every 30 minutes
reduce maximum number of militia to 8
This sounds good.
In addition:
Militia needs to loot people it kills and put the items in faction box.
It needs to respawn because players respawn too.
It needs to shoot enemies of faction.
There has to be a clear way to engage militia. Perhaps even a command like "~engage militia". After this the char will shout something like "We're here come get us!". To make it work, 4 guys must tag the command giver or militia will not aggro. When succesfully called, the militia will also attack all 5 guys who were involved in calling it.
It needs to kill or forcepush players that are blocking entrances, preventing militia from attacking players who did crimes.
Mercs and slaves into militia needs to go.
Randomness in gear and hitpoints needs to go.
Friendly fire with rockets and burst weapons need to be looked into.
A new type of faction friend status is needed that is protected by militia but cannot activate militia or see the faction base.
-
heres my worthless opinion: before militia game was much more fun.
-
This sounds good.
In addition:
Militia needs to loot people it kills and put the items in faction box.
It needs to respawn because players respawn too.
It needs to shoot enemies of faction.
It should have to put things manually into faction box, unless it is something the militia can use. In which case they should keep it for themselves.
Also they need to be lootable, and you should have to keep them supplied with ammo, weapons, armor, medical supplies. This way you can upgrade militia.
Militia respawn? No, only ordinary town guards should respawn.
I understand the rationale of respawning militia- it is to keep your town safe from respawn-grinders. Also makes it way too convenient.
As for shooting faction enemies- the militia should have allegiance to town first.
Why should they be interested in your gang politics? In effect, town you control should be seeing controlling gangs partly as parasites and partly as mercenaries that "made an offer you can't refuse".
You get loot, you defend the town.
There has to be a clear way to engage militia. Perhaps even a command like "~engage militia". After this the char will shout something like "We're here come get us!". To make it work, 4 guys must tag the command giver or militia will not aggro. When succesfully called, the militia will also attack all 5 guys who were involved in calling it.
Contrived.
Better AI, flanking, taking cover, etc. would make more sense.
It needs to kill or forcepush players that are blocking entrances, preventing militia from attacking players who did crimes.
Goes with better AI.
Mercs and slaves into militia needs to go.
Just remove the uber-upgrade.
If it is stillin.
Randomness in gear and hitpoints needs to go.
There should be more randomness!
It is a post-apoc militia, not a professional, well equipped army!
They should have the types of gear that people in that area would have.
Friendly fire with rockets and burst weapons need to be looked into.
This is carebear shit. Yes, the AI is sucky and people hit others by accident. Removing friendly fire is just more twitch-munchkin bs.
A new type of faction friend status is needed that is protected by militia but cannot activate militia or see the faction base.
"Hey his guy is ok"? Sure.
Giving friends militia control would be odd- "this guy we know is in charge of you now"...
Still, the guy should have to make an activation donation or something. To prove some kind of allegiance.
-
Been thinking long and hard on this problem. Since a problem related to militia clearly exists.
The militia could be nerfed individually.... and buffed by a "Garrison" mechanic. (to keep them useful against the strong gangs with 10-20 guys coming in at once. Npc are stupid afterall).
15 militia are present at any 1 time, (second nerf) with maybe 100-150 HP (third nerf) (Weapons dependant on the town), (fourth nerf) but you can have, say, maximum 50 militia in garrison. You cannot do this immediately of course, at max when you first take town you can maybe have 10 militia in garrison (after buying current militia). Every 30-hour you can add maybe 5-10 more to garrison.
I am also implying you can have 15 militia if you buy them the moment after you take town. (They are weakened, lessened, and your likely beaten down pretty badly by then so why not)? Then you can buy 10 more every 30 minute to an hour to add to the garrison.
Right after a militia dies, the garrisoned militia member will spawn from directly the town mayor. Or they could spawn from random houses, they are after all off-duty members of the community. These militia are easier to kill so they're likely to die in large numbers. This should add some spice to the fight.
This may seem contradictory to Marko's NPC:2238
as you will be fighting many npc but they are very nerfed and are mostly just going to be used to buy time for the other gang to muster itself to retaliate, since killing off the militia currently is too fast despite being a tough nut to crack without really good coordination and gear and so they start the timer 5 minutes after entering the town. Because of this, as most gangs usually need about 10-20 minutes to gather itself to a sizeable force on short notice, they are unable to really defend the town and save their income, instead they just re-invade which seems contradictory to your goal of actually keeping the town for some time instead you are forced to accept the loss without ability to give it a fight.
Oh yeah, we also need a way to know if our town is being attacked. (The current controller of town only, not WHOLE wasteland)
-
As for shooting faction enemies- the militia should have allegiance to town first.
Why should they be interested in your gang politics? In effect, town you control should be seeing controlling gangs partly as parasites and partly as mercenaries that "made an offer you can't refuse".
You get loot, you defend the town.
The are paid for.
-
Also they need to be lootable, and you should have to keep them supplied with ammo, weapons, armor, medical supplies. This way you can upgrade militia.
Then the remaining alive militia best reclaim the stuff and kill any looters or people will start shoot'n'loot militia.
Militia respawn? No, only ordinary town guards should respawn.
I understand the rationale of respawning militia- it is to keep your town safe from respawn-grinders. Also makes it way too convenient.
Then what's your solution to respawn grinding?
As for shooting faction enemies- the militia should have allegiance to town first.
Why should they be interested in your gang politics? In effect, town you control should be seeing controlling gangs partly as parasites and partly as mercenaries that "made an offer you can't refuse".
You get loot, you defend the town.
Like snailbeast said, they are paid. They might even be some opportunistic thugs rather than hell-bent patriots.
There should be more randomness!
It is a post-apoc militia, not a professional, well equipped army!
They should have the types of gear that people in that area would have.
The randomness needs to go because players will usually shoot the bad militia or get rid of it somehow and replace it with a militia that has good weapon and hp. It's completely retarded. Despite the incoming gun and combat changes some type of militia will stand out from the rest and players will try to achieve that. Other way is to spawn default militia with crappy guns and they can only get good gear if players give them those.
This is carebear shit. Yes, the AI is sucky and people hit others by accident. Removing friendly fire is just more twitch-munchkin bs.
How come? For example can't rocket militia warn his pals before shooting so that the one who might share the rocket would move away from the aoe effect. Same with burst. Militia who is about to get in the line of minigun fire from another militia would move away. Militia could even have secondary weapons.
"Hey his guy is ok"? Sure.
Giving friends militia control would be odd- "this guy we know is in charge of you now"...
Still, the guy should have to make an activation donation or something. To prove some kind of allegiance
Not control the militia, just be protected by it. The gang can extract a donation from the dude if it wants, it's up to the gang who ends up protected after all.
-
I assume that militia are built the way they are because;
A; they can't get by on their A.I. alone as they are too easy to outsmart/trick/trap
B; They need to compete not only with smarter opponents but ones with very good equipment (CA2, LSW's etc.) and who are streamlined to either burst or cripple as effectively as possible. i.e PvP apes.
It seems to me like they are a natural response to current game conditions and there are more fundamental problems that need solving before militia can be properly rebalanced.
Perhaps instead of focusing on their HP and weaponry we should figure out how they can still be effective with lower stats in terms of their tactics (or lack of)
-
Interesting conversation, and yes something could be done to limit the power of militia. Even if it means it will be harder to protect Redding !
Though some things i'm not sure hav been said :
-gangs dont actually buy militia from the sheriff, or only as placeholders, as the real power is to add a trained mercenary to the militia through a dialog option. That's how you get 600 hp militia, moreover you can choose the weapon composition of the militia.
it can be fun to maintain a strong militia, it's a type of gameplay of its own. Some people actually dedicate a LOT of time and effort into this.
Militia you get by default often carries weapons like spears that make them absolutel useless. Also their HP ranges around 300 most of the time.
So the nerfing some of you are looking for is not exactly for militia itself, maybe more about the mercenaries that can be added to the militia.
-
If militia spawned when tc becomes active it would prevent them being picked off before the defenders are aware they are being attacked as well as stopping the personal execution squad element.
-
I agree militia should be nerfed but then again many people abuse their bad AI, perhaps they get a nerf, pick up the shit of those they kill and it is never seen again (I don't think the controlling gang should get it as militia are rather cheap) You can't fix everything but at least that would make it possible to fight them in TC and stop most burst die repeat tactics.