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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Pozzo on June 14, 2010, 11:41:54 pm

Title: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 14, 2010, 11:41:54 pm
Just a small to give more interest to Town Control :
At the end of the 25 min timer, the team controling the town should have 2 dialogues options at the mayor :

- Leave the town unsecure so the faction can kill who they want and earn the reward every 30 minutes.
or
- Secure the town for 1 hour : during 1 hour, combat mode is desactivated into the town so every player can come and do some shopping, discussing, etc. At the end of the hour the faction automaticaly lose the control of the town and every player and mercenary is kicked on the worldmap over the town (to avoid people to bring tons of mercenaries during the hour, waiting for the fight)

I guess you will find some arguments to counter the idea but I think that Anti-PK factions should have some feature to help them doing their job (but giving more interesting rewards for raiders teams)
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: xanister on June 15, 2010, 12:02:17 am
How about the option for militia to shoot people who shoot people, like guarded towns. The town can still be taken, but anti pk towns might become centers for trade.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Michaelh139 on June 15, 2010, 01:51:43 am
How about the option for militia to shoot people who shoot people, like guarded towns. The town can still be taken, but anti pk towns might become centers for trade.
Nuff said. :P.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 15, 2010, 10:11:00 am
No, Milicians are not strong enough. If you let them alone to do the law they are useless. They are efficient only if you help them in a fight.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: GroeneAppel on June 15, 2010, 10:49:43 am
No, Milicians are not strong enough. If you let them alone to do the law they are useless. They are efficient only if you help them in a fight.

That's just the question of poor AI. Something that will be fixed in the future. and yes I agree. Militias should have an option to act like regular gaurds.
So anti-Pk factions have a reason to take the town. Heck they should be able to add regular mercs to the towns defence who then start acting as gaurds.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 15, 2010, 11:12:32 am
We can already do that but when you add mercs to the milicia, it counts in the maximum of milicians for the town.
So it is useless to add a 10000 caps mercenary if you can buy 500 caps a milician.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: GroeneAppel on June 15, 2010, 11:17:37 am
We can already do that but when you add mercs to the milicia, it counts in the maximum of milicians for the town.
So it is useless to add a 10000 caps mercenary if you can buy 500 caps a milician.

In that case it's just a question of improving the AI.
and for that we need 1 mere thing.
Time.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 15, 2010, 12:49:20 pm
Quote
and for that we need 1 mere thing.
Time.

Well... the developers want some ideas for tomorrow so we d'ont have time. And I think that with small features we can really improve town control (like they did with the area defense).
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: xanister on June 15, 2010, 06:42:46 pm
Militia might not be very strong, but If a single pk shoots at someone I don't think they will be able to single handed take out the militia in a town. If they REALLY want someone dead they might risk it, but for the most part I think people would have to abide by the laws set by the controlling faction.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 15, 2010, 07:22:28 pm
Well Xanister, I think your english is too bad or too good for me because I don't understand everything.
But as I understand, I don't agree because milicians are never attacked by a single player but a whole team.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Michaelh139 on June 15, 2010, 07:28:45 pm
Well Xanister, I think your english is too bad or too good for me because I don't understand everything.
But as I understand, I don't agree because milicians are never attacked by a single player but a whole team.
>.>, are you sure :P.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 15, 2010, 08:24:40 pm
What we usually see :

A team come in town to take control. They attract the milicians and kill them one by one. They take control of the town.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Crazy on June 16, 2010, 12:44:54 pm
Well, this idea would be better in another way: totally disable combat is far too much IMO.
But example: if you decide to secure the town, so you have instantly PLENTY of militia NCRlike. During the hour, all guys who make trouble in the town are shot to death. All factions member can still shot to allow them to really rule the town (they can prevent thief/bomber and ennemies).
At the end of the hour, the militia dismiss.
You don't gain any reward for this action and militia will always loot dead (so a PK faction won't have interest of doing this).


Not sure if it could really work but huh, just an idea.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Nice_Boat on June 16, 2010, 01:47:48 pm
Too gamey. Just maintain your presence there and do as you please.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Izual on June 16, 2010, 02:16:09 pm
Too gamey. Just maintain your presence there and do as you please.
Without any consequences ?
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Pozzo on June 16, 2010, 02:32:47 pm
Quote
Well, this idea would be better in another way: totally disable combat is far too much IMO.
But example: if you decide to secure the town, so you have instantly PLENTY of militia NCRlike. During the hour, all guys who make trouble in the town are shot to death. All factions member can still shot to allow them to really rule the town (they can prevent thief/bomber and ennemies).
At the end of the hour, the militia dismiss.
You don't gain any reward for this action and militia will always loot dead (so a PK faction won't have interest of doing this).


Not sure if it could really work but huh, just an idea.


Yeah, maybe you're right. It would be more funny by this way.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Jeoshua on June 16, 2010, 03:08:54 pm
I love the idea of winning a town in TC and then being able to "civilize" it.

Somehow, tho, it would be necessary to have the security of the town dependant upon the strength of the gang that does it.  Maybe the gang could be given a choice of how much security they wanted to hire, paying $$$ for whatever level they wanted.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Sephis on June 16, 2010, 10:22:43 pm
For me it is a HUGE turn off for me (loner) to have certain towns I just can't go in and trade with merchants and hang out or heal. I'd love it if Factions were encouraged not to shoot anyone in "Their" town.
Title: Re: Town Control : small suggestion for PK/Anti-PK factions
Post by: Jeoshua on June 16, 2010, 10:40:08 pm
Maybe if people from those factions that had control of the township shot enough people who weren't aligned with a gang with 5+ people inside the town, the townspeople would "revolt" and try to kick them out of town.  After all, they are supposed to be their new masters.  Killing townspeople could then artifically raise their disposition.  They want their town to be safe, but they don't want to get killed, right?