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Poll

Does millitia ruins your pvp experience?

Yes
- 39 (41.1%)
No
- 56 (58.9%)

Total Members Voted: 93


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Author Topic: Millitia ruins pvp  (Read 19374 times)

KraftikBG

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Re: Millitia ruins pvp
« Reply #60 on: July 16, 2010, 08:56:13 pm »

Very good procedure :D
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Re: Millitia ruins pvp
« Reply #61 on: July 16, 2010, 09:04:52 pm »

Reno? Thats where I wait for PKers to kill :)

It's always empty when I play, plus the only high traffic area (west side) is a pretty lousy ambush spot
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Re: Millitia ruins pvp
« Reply #62 on: July 16, 2010, 11:42:52 pm »

I'm always in Reno. If you wanna ambush the west side, hide somewhere and wait for the door to open. Just remember that what lurks in Reno ranges from the blusuit trader with nothing but caps on him to gangs with BA and BGs.

I do agree that militia ruins pvp. Militia means that there's no PVP in towns that have militia, leaving only Reno. Of course, you might find a town with none of its faction members present, but if one of them shows up (and you can't always tell who they are), you're instantly dead.
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Crazy

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Re: Millitia ruins pvp
« Reply #63 on: July 17, 2010, 12:03:51 am »

I do agree that militia ruins pvp. Militia means that there's no PVP in towns that have militia, leaving only Reno. Of course, you might find a town with none of its faction members present, but if one of them shows up (and you can't always tell who they are), you're instantly dead.

That's totally false. Guys, the militia is only at ONE place! I have often fight many people (even if they had the town) on other entrances, and believe me, have 20 mititia at main when you are attacked residental doesn't help you much.
Also, mines are a great place to PvP, always armed guys over there.
Finally Militia allow you to really "control" a town, before it, the only thing you were doing when having a town was loot the coffre every hour and take your weapon when someone attack you. Now you can stay with your militia, talk with peoples who come here without be constantly under attack.
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Re: Millitia ruins pvp
« Reply #64 on: July 17, 2010, 12:11:18 am »

Totally true.
Re: Millitia ruins pvp
« Reply #65 on: July 17, 2010, 12:58:14 am »

So the militia won't respond if they are too far away. Can the faction position the militia at all?
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Re: Millitia ruins pvp
« Reply #66 on: July 17, 2010, 01:03:01 am »

No.
Re: Millitia ruins pvp
« Reply #67 on: July 17, 2010, 03:53:10 am »

I guess its just been bad luck then, every time I shoot someone in a controlled town i get raped by the militia. Recently got 2 80 crits to the head in a row :/
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Gatling

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Re: Millitia ruins pvp
« Reply #68 on: July 19, 2010, 10:46:44 pm »

Seems like its misconceptions.  Gangs aren't taking towns, they are intimidating the superiority there into giving them something for Not killing them.  Militia by this token Should not be related to them, except to the town.  Militia is made up of people from the area, normal people with guns defending their territory.  If someone shoots at another wastelander there and not their town, they shouldn't give a shit.  In-fact, if a gang shows up to oust the gang which is holding them hostage (because thats what 'controlling' the town amounts to, does it not?), militia I would think would welcome it, because the more dead wastelanders, the better for them.  Not to mention that gangs don't actually invest anything Into the controlling of the town at all, except their gear, which they do for pvp anyway and not the towns benefit. 

Its not like dead people in the town has their gear go into the stores, which I think would make sense.  Dead person in the street, people are going to run over and try to loot it to pay for food and their starving children.

Anyway... Militia should act as guards, and even Fight the gang who tries to take them over, essentially acting as normal guards and then a first wave of defense to the people trying to instigate TC.  Militia shouldn't take any orders from the controllling gang either. They are not mercs.  As for increasing militia in a town, this should be done by the town itself. Perhaps by its growth (as in how much wealth the traders move there) which lets the mayor/whatever afford to pay for more militiamen to stand guard.  This could give rise to more reason for gangs to control towns consecutively, as the longer they do, the more militia will be there to defend their stake during the first wave. 
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LeMark

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Re: Millitia ruins pvp
« Reply #69 on: July 19, 2010, 10:51:11 pm »

Militia should follow order from gang who own the town because if they don't they will have huge problem with them!
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Re: Millitia ruins pvp
« Reply #70 on: July 19, 2010, 11:06:04 pm »

Anyway... Militia should act as guards, and even Fight the gang who tries to take them over, essentially acting as normal guards and then a first wave of defense to the people trying to instigate TC.  Militia shouldn't take any orders from the controllling gang either. They are not mercs.  As for increasing militia in a town, this should be done by the town itself. Perhaps by its growth (as in how much wealth the traders move there) which lets the mayor/whatever afford to pay for more militiamen to stand guard.  This could give rise to more reason for gangs to control towns consecutively, as the longer they do, the more militia will be there to defend their stake during the first wave. 

I fully agree with this.

Pozzo

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Re: Millitia ruins pvp
« Reply #71 on: July 20, 2010, 01:08:56 am »

Yes this is a good idea. So the town will be neutral and non-affiliated to a gang.
But in that case, gang members should be able to engage as mercenaries for the town (with a salary and obligations)

But I don't understand what will be the interest for a gang to make Town Control ?
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Gatling

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Re: Millitia ruins pvp
« Reply #72 on: July 20, 2010, 02:37:56 am »

I do not see much worry about profit for the gang guarding the town.  The big gangs... do you really Need anything more?  Do you not loot your enemies, who often come geared in many colors to fight you ?  You do not exactly need much of anything, crafting provides the supplies...  But the Fight, there is the real point of doing it all, isn't it?    This is half an exercise of the mind, as it is not about actual wealth in defending the town but of the combat doing so will bring.  I really don't see why you even Need TC in order to instigate this between people.  Or perhaps, there is too much emphasis on the mechanics of TC that has muddled the waters, making things overly-complicated beyond their purpose.   Maybe there Will be more point, in the future.  I do not know. 
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Heckler Spray

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Re: Millitia ruins pvp
« Reply #73 on: July 20, 2010, 03:11:18 am »

Actually, "Big Gangs" need a lot of supplies to keep fighting everyday. For instance, Town Control is the best way to get Jet, cigarettes, and caps of course.
A complete militia set costs 10 000 caps.
So TC reward has to be worth it.
But you're right, I hope there will be more point to fight in the future. 
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Re: Millitia ruins pvp
« Reply #74 on: July 20, 2010, 03:11:37 am »

Errm, if you want militia who will not react if members of controlling gang are being attacked, then I misunderstood you. There is such a need, or militia will be just dummies there. There is no need to give members of controlling gang full control of militia - it's good as it is right now.

Many people tend to think that big gangs have magical outposts, where armors weapons appears from nowhere and ammunition/drugs are magically created. Or that there are millions of 5mm ammo and so on.

No.
Every big gang has its methods to maintain its items. If a gang gives up looting, then he'll end without anything, because sometimes you won, and sometimes you lose (and enemies take your items away). Every big gang has to maintain its supply of ammo and/or drugs - if he fails at it, then it is no longer able to fight any organised groups in wasteland.
Of course we (I can speak about the gang which I'm part of) do all this for a good fight, as most of us don't like crafting/repairing/gathering much - that's why we liked CBT server so much :)

Yes, I agree with what Heckler said, totally.
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