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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: FischiPiSti on April 11, 2010, 04:14:58 pm

Title: Base raiding[PVP]
Post by: FischiPiSti on April 11, 2010, 04:14:58 pm
Bases are visible as default on the map. Every base would come with 2 seperate custom areas on the map called "Jamming towers". They make the base and the towers invisible in the sence, that it just blocks radio traffic, so if one would find the base, they could not call for reinforcements(in practice, the base is cloaked like now). These towers need to be regularly "fueled" by....something, like small cells/mfc or whatever. If they run out of energy, they appear on the map, and can be raided. They could be stumbled across, like if you encounter wastelanders on the map. The only way to destroy them are by explosives(no, not the rocketlauncher obviously). If one of the towers are destroyed, the other loses an instant amount of X energy, and consumes 4x amount, untill the first tower is taken back and repaired(repair skill, toolkit, some el. parts, metal parts, etc) If both towers are offline(destroyed or ran out of energy), the base appears on the map for everyone, and can be raided, for 24 hours. The faction may choose to protect the loot or just take it to safety. After the 24 hours, the 2 towers relocate automatically, and are fully loaded, thus the base becomes invisible again.
Add buildable autoturrets made by engineers(*wink* *wink* *cough* other thread with making crafters usefull by letting them build a robot, like a merc and turrets for base defense) and there you have it, fun and exciting PVP! No QQ by bluesuits for getting killed in TC! Well actually they would still be killed in unguarded towns but meh.

Thoughts? Should i post this to the suggestions instead or just drop it? Because personally, in TC you just rape the same poor towns over and over again..Its fine, and should be kept as a regular event, but this would bring PVP to a whole new level imo

P.S. FischiPiSti, your idea looks pretty interesting, but need a lot of corrections. You could try to post it to suggestions forum.

Well, at least somebody appreciates my genius, so here you've got it  ;D
The thread is about general ideas for faction base raids, how it would make bases less secure so they arent just another tent or blubber traps, but not open to all attackers, so bases could remain a daily refuge for faction members.
Title: Re: Base raiding[PVP]
Post by: Badger on April 11, 2010, 04:25:15 pm
I think maybe some kind of scout/trapper that sells the information and leads you and your group to a random base for say 5k, and a specific base for something like 20k, in the same automated way as the train. Obviously, with a personal and faction cooldown. If your faction has raided it can't do it again for six hours or so.

Anyone could pay to find someone else's base if they had enough cash.
Title: Re: Base raiding[PVP]
Post by: avv on April 11, 2010, 04:30:40 pm
This would encourage late night raids when there's no players around to guard their base. Basically everything that encourages doing stuff when other players aren't online is very bad game mechanic.
Title: Re: Base raiding[PVP]
Post by: Badger on April 11, 2010, 04:39:27 pm
This would encourage late night raids when there's no players around to guard their base. Basically everything that encourages doing stuff when other players aren't online is very bad game mechanic.

Hmm, then I'd suggest my scout idea would still work if the trapper took your cash and needed a realtime day to 'plan his route'.

Him/Some snitch character then contacts the gang and so they get a 12/24 hour realtime warning that an attack is going to take place "between the 20th - 22nd October". Maybe they get a more specific date if they pay more cash. Both gangs get some warning it's going to happen. The defenders don't get the exact time, but they do get enough warning to start standing guard and start buying mercs.
Title: Re: Base raiding[PVP]
Post by: JustGreat on April 11, 2010, 04:45:30 pm
What does it matter if you are told it will happen at 3AM or if the base gets raided at 3AM without you knowing, not everyone has time to play 24/7.
Title: Re: Base raiding[PVP]
Post by: avv on April 11, 2010, 04:51:55 pm
Hmm, then I'd suggest my scout idea would still work if the trapper took your cash and needed a realtime day to 'plan his route'.

Him/Some snitch character then contacts the gang and so they get a 12/24 hour realtime warning that an attack is going to take place "between the 20th - 22nd October". Maybe they get a more specific date if they pay more cash. Both gangs get some warning it's going to happen. The defenders don't get the exact time, but they do get enough warning to start standing guard and start buying mercs.

Yeh well, that would still kinda enforce every man to stay online when there's a chance of attack. There would be a great social preissure on people to keep guarding or they would be regarded as bad teammates. No going out with friends or having famility time when there's a danger of incoming attack.

But if base would be easier revealed when there's lots of people going in and out it would be more reasonable for the defenders because they are actually online. When you travel in and out of your base and lots of your friends are doing the same or banging metal with hammers while crafting some random bypasser might start wondering whats going on.

Eventually this comes to the point where everyone knows their enemies bases and just keeps doing some gay harassment there and nobody has good time. In real life this is not a problem because once you kill someone he stays dead, but in this game they can keep coming back.
Title: Re: Base raiding[PVP]
Post by: Quentin Lang on April 11, 2010, 04:54:39 pm
Why not just make a unmoderated small-scale scripted PvP event where one team has to defend a base and other one attack it?
Title: Re: Base raiding[PVP]
Post by: Quentin Lang on April 11, 2010, 05:11:34 pm
BECAUSE THAT'S TOO MUCH LIKE WOW WASTELAND IS HELLO KITTY HARSH ONLINE
I just dont get it why you, Badger, still make pathetic and childish rages on the forum about the game, ''stupid north PvPrs that ruin the game'', and FOnline not being your imagination-perfect-wasteland-simulator. I recall you being really nice dude, then going mindfuck ''PLEASE DEVS, BAN ME FROM ALL THIS SHIT, IM TIRED OF IT''. Sucks they didn't do that.
Title: Re: Base raiding[PVP]
Post by: Surf on April 11, 2010, 05:18:05 pm
I just dont get it why you, Badger, still make pathetic and childish rages on the forum about the game, ''stupid north PvPrs that ruin the game'', and FOnline not being your imagination-perfect-wasteland-simulator. I recall you being really nice dude, then going mindfuck ''PLEASE DEVS, BAN ME FROM ALL THIS SHIT, IM TIRED OF IT''. Sucks they didn't do that.

I don't really see from where you have this quote?   :-\
But seeing the quote itself, it's just a funny summarize of this bullshit people like to spell over the forum. Phrases like "wasteland is harsh", "go play hello kitty online" etc. are just funny when someone drops them and even mean it serious. I agree on most of Badgers complains, but where in this topic was that said what you say?  ???
Title: Re: Base raiding[PVP]
Post by: Izual on April 11, 2010, 05:31:14 pm
I agree that bases shold be raidable, but I don't see how it couldn't be abused in some way.
Title: Re: Base raiding[PVP]
Post by: Badger on April 11, 2010, 06:12:36 pm
I agree that bases shold be raidable, but I don't see how it couldn't be abused in some way.

It's a toughie. I don't know how you make them secure enough to make people want to use them for storage, but also prevent them from being a place where people hoard 1000 rounds of ammo.
Title: Re: Base raiding[PVP]
Post by: kusoksna on April 11, 2010, 06:23:42 pm
I think it could be done in next way:
Base member(s) travel on WM, someone other with higher outdorsman and perception cross them, and he will have option: "follow wastelander group". The higher skill, the longer he could follow them. When base member enter some location (base, or other enc), this outdorsman guy will see this location until death, until he enter other location, or log off.

I think each percent difference in outdorsman will allow follow for 1 second. So with 200 outdorsman, it will be possible to follow for 2 minutes if base member have 60% skill.
It is not possible to send radio signal to show base. But This fllower could bring merks/other people for raiding.
Title: Re: Base raiding[PVP]
Post by: Quentin Lang on April 11, 2010, 06:26:48 pm
Quote
but also prevent them from being a place where people hoard 1000 rounds of ammo.
And whats bad about making tons of ammo so you can use it later carelessly for a day witouth crafting more?
Title: Re: Base raiding[PVP]
Post by: Badger on April 11, 2010, 06:38:16 pm
And whats bad about making tons of ammo so you can use it later carelessly for a day witouth crafting more?

Point. Dying and heading back to base just to find your gear has been stolen for the fifth time that week would just add more rage to the game that isn't needed.
Title: Re: Base raiding[PVP]
Post by: Quentin Lang on April 11, 2010, 06:49:19 pm
Well then, ever tought of changing your faction? Unless you work there as crafter it aint normal.
Title: Re: Base raiding[PVP]
Post by: Badger on April 11, 2010, 06:54:48 pm
Well man, then all i can say is your faction sucks :D.

Not quite. Read it again. I can explain it in PM if you want. With smaller words. :D
Title: Re: Base raiding[PVP]
Post by: FischiPiSti on April 11, 2010, 07:37:49 pm
So far, no-one responded to my idea  :(

.e Crying in the corner

I agree that bases shold be raidable, but I don't see how it couldn't be abused in some way.

How about:
Based on Badgers idea:
Scouts could be payed off to reveal 1 tower of a specific faction, but for an AWFUL lot of cash. So if a faction wants to go full aggro on another, they have a chance, but it wont be worth to raid a random small faction because, most likely the small loot they could get isnt worth the money and trouble.
When that tower is destroyed, the other wont reveal itself for a few hours, so defenders have a chance to take action if its night-time.
Title: Re: Base raiding[PVP]
Post by: Yanglegend on April 12, 2010, 01:27:01 am
If base will be raidable people will hold all expensive stuff in tent/gang tent close to base.
Base will became only some extra place for crafting/gathering, so i think is stupid idea.

Title: Re: Base raiding[PVP]
Post by: bipboy on April 12, 2010, 09:48:44 am
If base will be raidable people will hold all expensive stuff in tent/gang tent close to base.
Base will became only some extra place for crafting/gathering, so i think is stupid idea.



I totally agree. This plus global limit on slaves/merc will only lead to empty bases esp. for small factions
Title: Re: Base raiding[PVP]
Post by: baelzaron on April 12, 2010, 10:18:07 am
50k caps AND you need to know the Name of the target gang. Random reveals would just be a trollfest by the large and wealthy.

As Yanglegend points out, raiding for loot only makes them move stuff to secure tents...

Perhaps the winners getting the choice to take the base or destroy it (thereby disbanding the losing gang) would be better incentive. Controlled towns would be transferred over as well.

As to how to make it fair game? Probably impossible, but a multi segement attack is a possible compromise.
1) Pay Badger's scout/hacker team to find enemy faction info - FishiPiSti's tower revealed for 12 hours

Stage 1
2) Capture FishiPiSti's communications tower - King of the Hill 30 mins
3) Scouts search for enemy base
4) Talk to scout to reveal enemy base - Once, only online members learn location for 12 hours (anti-alt swarming)

Stage 2 - Immediately after talking to scout
*Anyone who gets killed at this point loses the location of the base (attacker or defender); elimination round
*Obviously radio /help does not work for the base
*Only people who can see the base location can enter it
*Defeated defenders lose ~5k worth of items from their tents to attackers - delivered to attacker base in named reward box
(compromise for no anti-alt mechanic for defenders)
*Defeated players wake up with a gimp ball
*Anti-spawnkill by keeping players who zone in invisible until they move (however they are also "blind" until they move to avoid scout scumming)

5) Capture the hideout terminal
*Rewards holodisk with full member list of enemy gang

6) Eliminate enemy or hold base for 12 hours (prevent terminal recapture) - Tug of war for both sides
*Enemy gang is disbanded upon success
*Randomly rewards items (~10k worth) from each player's tent on the holodisk list (in addition to previous kill reward)
*Blowup dolls with defender player names on it rewarded