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Author Topic: Town Control : small suggestion for PK/Anti-PK factions  (Read 3905 times)

Pozzo

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Town Control : small suggestion for PK/Anti-PK factions
« 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)
« Last Edit: June 15, 2010, 10:08:23 am by Pozzo »
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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #1 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.
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Michaelh139

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #2 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.
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Pozzo

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #3 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.
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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #4 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.
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Pozzo

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #5 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.
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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #6 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.
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Pozzo

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #7 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).
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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #8 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.
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Pozzo

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #9 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.
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Michaelh139

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #10 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.
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Pozzo

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #11 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.
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Crazy

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #12 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.
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Nice_Boat

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #13 on: June 16, 2010, 01:47:48 pm »

Too gamey. Just maintain your presence there and do as you please.

Izual

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Re: Town Control : small suggestion for PK/Anti-PK factions
« Reply #14 on: June 16, 2010, 02:16:09 pm »

Too gamey. Just maintain your presence there and do as you please.
Without any consequences ?
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