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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: Rio on April 03, 2012, 11:36:32 pm

Title: Towns' area - an idea.
Post by: Rio on April 03, 2012, 11:36:32 pm
Hello.

   I would like to suggest something about Town Control. Presently, it's only about PvP, let's involve other ways of playing. Besides, PvP is almost dead, we craft, farm and trade only to get stuff for PvP. Even, if we don't want to fight, we sell it to the factions that make it. Fighting is not the only way to control a town.

   I suggest to:

      --make every town guarded. Move the fights to locations like Mariposa, the Glow, SAD and unguarded mines. They should be related to quests from a major of the city. He gives you a task, supposed to be completed in defined time (for example 1 hour), the other factions get a message and may try to stop you. Quest can be like to dig 200 x HQ ore, bring parts from Mariposa, buy Hummer for a major or catch 100 brahmin for Brahmin Day. Many possibilities, Devs can make competitions for the best quests on forum. An endless imagination here. Also quests should require special skills like lockpick, traps... People who like the Glow know what I mean.

      --let's allow to gain an influence for trading in the town. Why not? It brings more benefits to the town than killing citizens during TC. Logical.

      --make something like the town's area. Divide the world map into hexes, which belong to every city. Like below.

(http://i0.simplest-image-hosting.net/picture/gluplol.jpg)
http://simplest-image-hosting.net/ (http://simplest-image-hosting.net/)

   At the moment 90% of the map's area is almost useless. I think, that FOnline world can accommodate way more people than 200. You take control over the town, for example Klamath, just after you taking over the town, you control 9 hexes around it. You know, that Klamath don't like Modoc, so you have to kill Modoc Patrols (NPC faction) to capture their hexes. For example, 10 victories give you the control over one hex. Faction, that controls Modoc can do the same. TB fights can be more popular, to make TC you don't need 15 people, you can do it on your own hand in free time. Relentless TC, every single encounter is important. Why to take more and more hexes? There is a simple reason. Taxes on possessing tents and bases. If you have it inside Klamath area, you have to make little payments, for example every week. If not, your tent will disappear or become visible. Biggest area -> more cash in TC chest. Better role-play and better town -> more tents and bases -> more cash in TC chest. Logical. Now you get insane amounts of cash for nothing. Your faction have to care about the town and its visitors. PvP? Go to another town to ruin efforts of your adversaries. Your town is the most important thing.
   
   It's not a final vision of my Fallout. I'm posting only in order to see, if you like it. If yes, try to improve suggestion. If not, don't be rude.
Title: Re: Towns' area - an idea.
Post by: RavenousRat on April 03, 2012, 11:48:55 pm
Taxes on possessing tents and bases. If you have it inside Klamath area, you have to make little payments, for example every week. If not, your tent will disappear or become visible.
Damn, after that we'll have to store all items in 10 ST 1st lvl alts, who will be offline on WM all the time when we don't need items, and online when need to take anything.

AltForBAs01
AltForLSWs01
AltForDrugs01
Title: Re: Towns' area - an idea.
Post by: Rio on April 03, 2012, 11:55:56 pm
Damn, after that we'll have to store all items in 10 ST 1st lvl alts, who will be offline on WM all the time when we don't need items, and online when need to take anything.

You are ideas man :> 500 caps for a real time week is worth of using alts? Of course, the tax would be applied inside the towns' area. You can make a tent in a shithole and laugh during your long trips to the towns at the people that pay;)
Title: Re: Towns' area - an idea.
Post by: Skycast on April 04, 2012, 12:03:39 am
      --make something like the town's area. Divide the world map into hexes, which belong to every city. Like below.
   At the moment 90% of the map's area is almost useless. I think, that FOnline world can accommodate way more people than 200. You take control over the town, for example Klamath, just after you taking over the town, you control 9 hexes around it. You know, that Klamath don't like Modoc, so you have to kill Modoc Patrols (NPC faction) to capture their hexes. For example, 10 victories give you the control over one hex. Faction, that controls Modoc can do the same. TB fights can be more popular, to make TC you don't need 15 people, you can do it on your own hand in free time. Relentless TC, every single encounter is important. Why to take more and more hexes? There is a simple reason.
Best idea about TC I've ever seen in a long time.

Title: Re: Towns' area - an idea.
Post by: T-888 on April 04, 2012, 12:21:03 am
   I suggest to:

      --make every town guarded. Move the fights to locations like Mariposa, the Glow, SAD and unguarded mines.

Immortal guards in each city , no thanks.

Everything else seems interesting.
Title: Re: Towns' area - an idea.
Post by: Michaelh139 on April 04, 2012, 12:47:41 am
Immortal guards in each city , no thanks.

Everything else seems interesting.
Well, it's not like they work uber-well anyways.

And I suggest there not to be reinforcements... but like, 10min respawn timer on the guards in already unguarded towns if this was to be implemented.
Title: Re: Towns' area - an idea.
Post by: maciek83 on April 04, 2012, 12:49:25 am
i cant imagine paying for tent , what would happen if i dont play for a week?
what when someone have 20 tents ? paying 20 times a week?
all idea is too complicated ,couldnt happen to much things could not work as intended
my opinion is we need to simplify things, they need to be clear with small space for errors exploits and other shit
Title: Re: Towns' area - an idea.
Post by: Aquare on April 04, 2012, 12:58:17 am
Every character can have only 1 tent as far as I know. :)
   About not playing; I do not know the exact design, but there could be an option to pay in advance.
Title: Re: Towns' area - an idea.
Post by: BenKain on April 04, 2012, 02:12:25 am
Fantastic ideas Rio. It would defiantly liven up those Toilet Camping...err... I mean Town Control videos that keep getting posted.
As far as all towns being guarded, I tend to disagree. The devs have already implemented a militia system for factions controlling a town, so the holders would be responsible to guard their towns, in more ways then going afk behind a building.

I really love the idea that you would gain more control and influence through trading, and putting some of those caps into the TC chest would be reminiscent of the mafioso protection fees.

And the hexes around towns, god yes. This would not only keep players moving through open encounters, adding some much needed excitement and danger to TC. 
 
Title: Re: Towns' area - an idea.
Post by: Opera on April 04, 2012, 02:29:33 am
Really nice idea. However, tent owners would just get annoyed when they have to pay taxes for nothing. How about giving some extra things for the ones whose tent is inside a town's area? These could be extra containers, workbench, plants etc. Let's say that you HAVE TO request one extra thing from the town and each thing would have a different price. This price would be the "tax" you have to pay to the TC chest.

This way people would actually want to be inside a town's area.
Title: Re: Towns' area - an idea.
Post by: Roachor on April 04, 2012, 03:57:24 am
Really nice idea. However, tent owners would just get annoyed when they have to pay taxes for nothing. How about giving some extra things for the ones whose tent is inside a town's area? These could be extra containers, workbench, plants etc. Let's say that you HAVE TO request one extra thing from the town and each thing would have a different price. This price would be the "tax" you have to pay to the TC chest.

This way people would actually want to be inside a town's area.

Maybe you increase in rep every time you pay making using that towns merchants more beneficial
Title: Re: Towns' area - an idea.
Post by: chocolate_chip_cookies on April 04, 2012, 04:22:33 am
I have a different idea on tax.
Players would pay tax at town's tax office to get protection in town (as long as they don't cause trouble themselves)
Title: Re: Towns' area - an idea.
Post by: codave on April 04, 2012, 06:59:30 am
I like that it gives some non-TC players/factions some level of involvement in the Northern part of the map and it's cities. 
Title: Re: Towns' area - an idea.
Post by: Hololasima on April 04, 2012, 08:53:41 am
Idea old like hell. Epic idea but devs are bosses.

Devs already know about it and maybe in next 5 years we will have it in game.

EDIT: Here something similar: http://fodev.net/forum/index.php/topic,6971.0.html
Title: Re: Towns' area - an idea.
Post by: Senocular on April 06, 2012, 01:49:12 am
Here's an idea for TC: take it out of the cities so they can be a place for small scale pvp for people not interested in TC and also a place that you can actually visit without being instakilled by militia.
Title: Re: Towns' area - an idea.
Post by: TKs-KaBoom on April 06, 2012, 02:39:48 am
Why bother, you know your suggestions don't mean anything.
Title: Re: Towns' area - an idea.
Post by: Roachor on April 06, 2012, 04:14:20 am
Why bother, you know your suggestions don't mean anything.

This game is built on suggestions
Title: Re: Towns' area - an idea.
Post by: Rio on April 06, 2012, 01:45:57 pm
Why bother, you know your suggestions don't mean anything.
It's not a suggestion yet, we are talking about the idea. I am glad everyone reads carefully.

Idea old like hell. Epic idea but devs are bosses.
The Idea is only similiar. In my idea an area is only part of TC. Also, it is good to remind some stuff.

About the taxes. Faction, which owns a town and a neighbourhood don't pay for its tents and bases, It would be like they (faction members) are paying caps to themselves. Also they should be able to add something like faction's friends, that don't pay as well. Owners decide how much caps they want to have in a TC chest.

How about giving some extra things for the ones whose tent is inside a town's area? These could be extra containers, workbench, plants etc.
Many possibilities. Better prizes in a town for people, who pay or are friends. Also a major can give you one of his man to stay in your tent. You can pay the taxes to him and he will help you as a companion in your trips. You know, a major takes care about the payments and his friends.

Immortal guards in each city , no thanks.
Maybe only 5 militia with semi stuff in a center of a town. They have to defend traders and role players from random trolls. Also militia can be removed for a night (like Junktown is closed) to allow making some small PvP in the night. Traders can decide on their own, if they want to stay in a town for a night and defend themselves.