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Author Topic: The Milita: Now a big pking tool  (Read 4946 times)

Re: The Milita: Now a big pking tool
« Reply #30 on: April 05, 2010, 10:07:21 pm »

But if x amount of trade occurs in town (trade by faction members would count for 1/4 or maybe even zero), or y amount of materials are harvested in town if that's the case, then the town is pleased with the controlling faction, and provides z number of militia for free (maybe even in addition to the current max), with the number increasing for continued control periods.

And if your faction wants to hold the town for yourself and kill everyone else entering, then you just have to hire the militia as is the case now or try really hard to trade between yourselves and the town.
I see your point here, but I fear, that nothing will change. They will just bring some non-members here to do the chores and they will still kill everybody else. Or just do a contract with other faction, one will be controlling and the second will be simulating a town life like it was real. :) It shouldn't be made so simple because of this and also because of the fact, that you can repeatedly buy/ sell an item if it will bring more profit than cost (= high enough barter skill maybe or just buy/ sell items which are on "the list" of items with fixed price (like in Hub or somewhere you get x caps for some pistol or something no matter what your barter skill is)).

At least they're "safe" for controlling faction's members and friends instead of being completely deserted with 23125232 people waiting on the worldmap and spamming preview  ::)
So the controlling faction already benefits from having town for itself. No need to give benefits other than that (especially no containers with fixed and stable loot). And here comes the chance for the brave faction of gooders, which want to make the town safe for all peaceful players and let them all benefit. This good faction is the one which should have benefits from town itself, the bad faction should just have benefits from looting killed players and using the place.
PS: And no, I'm not just a whiner who is against all the dark side players, actually all my characters were more of dark than good, killing people for profit etc. The objective reasons I wrote above.
« Last Edit: April 05, 2010, 10:15:14 pm by Raegann »
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Nice_Boat

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Re: The Milita: Now a big pking tool
« Reply #31 on: April 05, 2010, 10:13:04 pm »

I see your point here, but I fear, that nothing will change. They will just bring some non-members here to do the chores and they will still kill everybody else. Or just do a contract with other faction, one will be controlling and the second will be simulating a town life like it was real. :)

Why would trading with another, allied faction be less real than trading with some good-for-nothing bluesuits and loners that don't actually have shit so their inventory isn't even worth the time spent on engaging in exchange?

The fact that you mention the word "change" like it was something good gives you away. No, the north is not going to become a replicated NCR if the gangs are allowed to run it. And that's good, one NCR is enough for this server - it honestly is the most boring town in this game.

So the controlling faction already benefits from having town for itself. No need to give benefits other than that (especially no containers with fixed and stable loot). And here comes the chance for the brave faction of gooders, which want to make the town safe for all peaceful players and let them all benefit. This good faction is the one which should have benefits from town itself, the bad faction should just have benefits from looting killed players and using the place.

Are you delirious or something? They have their own bases to hang out with their buddies. The point of having a town is squeezing its economy and exploiting the resources. Otherwise it's just a place with your name pinned over the entrance with absolutely no value. And it's not like the town inhabitants have anything to say - they were defeated, the original militia was wiped out and guess what - there's GANGSTERS running the place now. It's like a feudal lord ousting another feudal lord and demanding his tax. The benefit of allowing some people in is the fact that you can confiscate some of the stuff they aquire on their way out - and it's already perfectly possible. That way the guests benefit because they get rare resources and the gang benefits because it gets its share. No need for any carebearish mechanics here.
« Last Edit: April 05, 2010, 10:23:33 pm by Nice_Boat »
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Re: The Milita: Now a big pking tool
« Reply #32 on: April 05, 2010, 10:14:08 pm »

Can Devs say anything to those ideas?
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Re: The Milita: Now a big pking tool
« Reply #33 on: April 05, 2010, 10:25:27 pm »

Why would trading with another, allied faction be less real than trading with some good-for-nothing bluesuits and loners that don't actually have shit so their inventory isn't even worth the time spent on engaging in exchange?

The fact that you mention the word "change" like it was something good gives you away. No, the north is not going to become a replicated NCR if the gangs are allowed to run it. And that's good, one NCR is enough for this server - it honestly is the most boring town in this game.
You don't get it. I just wrote, his suggestion could be exploited by simulating trading when actually no trades occur, because you just buy and sell again and again something just to create profit for yourself, as it looks like many trades happen - well actually the situation in case of this exploit would be objectively same as nobody did any trade, but the game mechanics wouldn't understand it.

And the word "change" in this sentence: "I see your point here, but I fear, that nothing will change" just means the fact, that this suggestion is totally meaningless, because if not much more complex, it would have no effect. I couldn't thus accept what you write about "being good" or "(NCR) being bad", because that is only a subjective point of view.. however saying "something is needless, because it will have no effect.. because it will be exploited" is only a objective fact.
Don't mix facts and opinions. I mentioned word "change" just because I needed to write something with the meaning of this word, not because I see it like good or bad.
Are you delirious or something? They have their own bases to hang out with their buddies. The point of having a town is squeezing its economy and exploiting the resources. Otherwise it's just a place with your name pinned over the entrance with absolutely no value. And it's not like the town inhabitants have anything to say - they were defeated, the original militia was wiped out and guess what - there's GANGSTERS running the place now. It's like a feudal lord ousting another feudal lord and demanding his tax. The benefit of allowing some people in is the fact that you can confiscate some of the stuff they aquire on their way out - and it's already perfectly possible. That way the guests benefit because they get rare resources and the gang benefits because it gets its share. No need for any carebearish mechanics here.
But you want to squeeze the lemon like it was brand new every time you want. This is what I call delirious. You don't see that with your vision of feudal lords squeezing some place again and again they will soon have nothing to squeeze. And you just want to squeeze it whenever you want. So actually you're the one who wants carebearish mechanics. ;)
Remember, now it's your right to choose, if anybody get anything from the town, but it has no other effect on the TC. I'm just writing, it should have effect on the loot from containers. Is it so hard to get the reasons why town economy has something to do with what you can take from.. town economy or you just want carebearish mechanics for yourself?
« Last Edit: April 05, 2010, 10:34:28 pm by Raegann »
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Nice_Boat

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Re: The Milita: Now a big pking tool
« Reply #34 on: April 05, 2010, 10:38:37 pm »

...

There's this thing that any meaningful trade happens between players, not between players and NPCs. People are rarely using merchants in guarded towns - why would they go trading to, say, Broken Hills? It could happen only if the North was just as safe as the South, but please refer to Kilgore's post if you want to get into that.

Oh, and generally speaking, saying that the South is more alive than the North is just utter bullshit. I mean yeah, there's a lot of people there standing around while doing absolutely nothing. Doesn't seem too attractive to me, and honestly - it's bound to get old very fast if your brain activity exceeds that exhibited by a piece of rock.
Re: The Milita: Now a big pking tool
« Reply #35 on: April 05, 2010, 10:52:33 pm »

There's this thing that any meaningful trade happens between players, not between players and NPCs. People are rarely using merchants in guarded towns
I think this is far far away from truth, especially with the new mechanics after wipe. Anyway you can't base this on any facts. The fact is, that players are trying to trade with NPCs all the time and they often find out that someone was faster. You ever tried? I can just say, that almost every time I'm visiting a NPC merchant (and I don't mean in NCR) I see like 10+ players who are trading or trying to trade just in the time between my start and end of trade interaction.
- why would they go trading to, say, Broken Hills? It could happen only if the North was just as safe as the South, but please refer to Kilgore's post if you want to get into that.
Well, the probably won't go to BH for trading now, but you're now mixing action and reaction. You can as well browse this topic and you will find at least one player, who did write that he came to BH for trading with NPC.
And no, my intention was not to make something more or less safe. My intention was to make it more real like and give factions who want to let all players participate in town economy (this is the opposite of what you advocate here) some motivation, which should lay in loot containers. That means give them a choice, which have some real consequences other than saying "we are gooders" on forum. You're just advocating one gaming style and I'm advocating no gaming style, I'm just advocating the fact that people should have choices and different benefits from them. You really think this could be called carebearish? Or should be rather called carebearish when you want to tell people that only your gaming style should be the most profitable?
Oh, and generally speaking, saying that the South is more alive than the North is just utter bullshit. I mean yeah, there's a lot of people there standing around while doing absolutely nothing. Doesn't seem too attractive to me, and honestly - it's bound to get old very fast if your brain activity exceeds that exhibited by a piece of rock.
I don't think the opposite on this one.

Anyway we're moving to offtopic now. And even if as you say nobody comes to Broken Hills for trading with NPCs, that will only mean, that the faction who let them enter and move freely will gain nothing, because no trade occurs. :p) So this is really irrelevant point. If you believe in what you're trying to say here, you should be really glad or at least neutral about it, because my suggestion will bring the gooders no profit and you will still get all the shiny loot from players (and they not). But I don't believe this would be the case if changes will be made.
EDIT: Anyway, if having the town dangerous/ not safe is right of the controlling faction and this controlling faction benefits from it, I don't see why some other controlling faction shouldn't have right to make the town "almost safe" (cause North towns never gonna be really safe and you know that) and also has adequate benefits from it. I mean why should be making town unsafe more good to town itself (especially it's economy.. and letting loot containers depend on it.. cause these items are not likely to be created from the blood of victims) than making it "almost safe"? Dude just be fair and say, that if you kill everyone and loot it it's your right and nobody is denying it, but you also have to accept, that making almost every player able to use the town freely through town control should no way have lesser benefits and could no way be described as a worse gaming style, which should only cost you. This is totally in accordance with your feudal lords concept. There really wasn't only one type of feudal lords in history. And also: in long time line your concept of squeezing and fights for squeezing brings probably only decay (this one is probable especially in fallout canon, as you can see from the in-game). So in concept as it is now the Broken Hills could be as well totally dead after few years of only squeezing and fights for squeezing.
« Last Edit: April 05, 2010, 11:31:16 pm by Raegann »
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Some folks got 'em and some have not
But these are the breaks
Break it up, break it up, break it up
Break down!
..guess who
Re: The Milita: Now a big pking tool
« Reply #36 on: April 05, 2010, 11:55:50 pm »

Hahaha. Fun fact. Last night one of the numerous homosexuals in the gang that controls Broken Hills commenced a "stick up" while I was at the trader there. Wearing combat armor and using a flamer, he told me to drop all my stuff.

So I just gave it all to the trader and punched him. :3 Lol I troll him.
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Re: The Milita: Now a big pking tool
« Reply #37 on: April 06, 2010, 12:03:55 am »

cool story bro
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vedaras

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Re: The Milita: Now a big pking tool
« Reply #38 on: April 06, 2010, 12:37:40 am »

well. (militia havent attacked me a single time, so its not causing me problems or anything) Town leaders pay your gang for protection. What is protection? Well its paying up to gang, for protecting you
 1) from troublemakers who disturbs happy living of citizens (so gangs and militia should protect townies from being attacked by others)
 2) from other gangs who would also like to collect payment for protection
So do random blue suits fit in any of these categories? I would doubt that.
Re: The Milita: Now a big pking tool
« Reply #39 on: April 10, 2010, 03:44:57 am »

It doesn't matter what they have. They're still dumb NPCs at the end of the day, and since no faction can watch them 24/7 in military terms they're just dead weight. If a gang wants to take over and it isn't a bunch of half-assed morons we're talking about, they kill the militia without any problems when the owners aren't around or can't immediately react - and that is when the real contest begins (and basically only PCs and mercs are used to resolve it).

Since we've established what militia does not factor in, let's talk about what it does:
- it makes a somewhat permament presence of a controling gang possible - before they had to constantly fear snipers and didn't have any influence on their own friggin' town aside from the odd `go in, kill shit` routine
- the controlling gang can dispose of troublemakers and unwanted guests; therefore it is able to make the law and actually

tl;AKBAR or snipe militia members to make the controlling faction's life difficult) and people you want no business with at bay.

The thing is I just want it so if they attack you first the milita don't interfear and masacar everything but when you attack them first they masacar the person attacking because I'm not saying to take out the milita alltogether.
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FischiPiSti

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Re: The Milita: Now a big pking tool
« Reply #40 on: April 10, 2010, 07:33:09 pm »

Militia attacking only when beeing fired upon, or fired upon the protecting gang member sounds reasonable to me...
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