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Topic: Base control and radar stations  (Read 2451 times)

Gooseberry

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Base control and radar stations
« on: June 12, 2015, 02:14:15 pm »
Seeing people complain about pvp, I'd like to dust off the following suggestions:

Base Control


A feature from TLA, and what I believe would be a nice addition to Reloaded.

It involves a team of players taking one of the various capturable public bases on the world map. After this they defend the base against progressively harder waves of enemies. The defending team is rewarded with loot after a certain amount of waves/period of time of defending the location. Just like the waves, the loot gets better the longer a team continuously defends a base.

However, due to the fact that these bases are accessible by anyone, and starting base control causes for a serverwide announcement (on the pipboy). These bases are well known pvp hotspots. Even small teams and loners will be attracted, as the defending team will have to deal with both players and waves of npcs.

Mariposa (outside) and Sierra (outside) would both be suitable locations for this activity in Reloaded. Offering both loot and action whetever hostile players show up or not, will make this activity less boring than for example TC, if no hostile team shows up.

Radar Stations

Another pvp intensive feature from TLA, which would be a fitting addition to reloaded with some balancing and alterations.

It involves a longer, team or faction taking one of the four different public radar stations in the world. These radarstations have minor defences (long range minigun turrets), meant to deter bluesuits. disabling the defences should not be a major issue for any 24> character with proper equipment.

When a player uses the control terminal, he is shown the following options:
1. Take control of the radar station [Req: 50% science]
2. Activate defense system [Req: 100% science]

1: The first option gives the player in question a small radar circle (aprox 1-1,5 tiles large) when entering the worldmap. Allowing the player in question to see and hunt other players on the world map. This comes with the following abilities/restrictions:

+ Shows players within 1,5 tiles of the user
- Does not show players below level 24.
- (optional, to further prevent bluesuit hunting) does not show players below a certain inventory value/weight

+ Players who enter random encounters within 1,5 tiles of the user show up as distress locations (red dots) for the user. Entering said locations causes the user to directly enter the random encounter the other player entered.
- The user cannot in any way force a player to enter an encounter.
- Does not work for private locations (bases, tents, etc)

2: The second option changes the alliance of the turrets at the radarstation to the alliance of the user. This will deter bluesuits and undergeared players and prevent anyone random from taking over the radar station with no effort. These turrets should be ineffective against proper armor and should respawn every 10-20 minutes. 

In TLA these radar stations are pvp hotspots, often having conflicts going on over their control. While proper balancing/altering is needed, these radar stations would offer an interresting new pvp intensive feature, that with proper restrictions will not pose a hazard to new players.

salty_captain

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Re: Base control and radar stations
« Reply #1 on: June 12, 2015, 02:20:10 pm »
-1 glad these arent on reloaded

Gooseberry

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Re: Base control and radar stations
« Reply #2 on: June 12, 2015, 02:23:50 pm »
-1 glad these arent on reloaded

Why not?

salty_captain

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Re: Base control and radar stations
« Reply #3 on: June 12, 2015, 02:44:05 pm »
because base control is boring and allows grinding for t4. radar stations are not fair pvp just looking to pk someone with your swarm  :facepalm

Gooseberry

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Re: Base control and radar stations
« Reply #4 on: June 12, 2015, 02:51:12 pm »
because base control is boring and allows grinding for t4. radar stations are not fair pvp you can look to pk someone with your swarm  :facepalm

I understand your issue about radar stations. But pvp is never fair, people will always attempt to outnumber or outclever the other.

Your complaint about base control is empty however. T4 simply should simply not be a part of the loot tables for basecontrol/be extremely rare/require extremely hard waves to beat. "Boring" is purely an opinion and will differ per player. Varied waves and enemies (randomized?) can keep it interresting. And there is always the looming threat of enemy players. This is no replacement for TC. It is an activity besides TC.

Ion Cannon

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Re: Base control and radar stations
« Reply #5 on: June 12, 2015, 03:02:00 pm »
radar stations - gtfo, those destroyed the community on tlamk2, dividing it into few pros and no one else, bcuz newbies and others were targeted "for lulz".

mkhammer

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Re: Base control and radar stations
« Reply #6 on: June 12, 2015, 03:05:30 pm »
If people dont want pvp it means that they dont want it. Clear? 

My opinion is that good pvp is when You fight with strong enemy. Defeating some weak guys is like hmm... lame.

-1 for radar.


Would be good to see Sierra Control (without implants and t4).

salty_captain

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Re: Base control and radar stations
« Reply #7 on: June 12, 2015, 03:10:57 pm »
grinding sierra control for 2 hours for 1 op t4 is not fun but there will be no lifers who will do it. If you like that kind of stuff play fo2 it has that grind to win gameplay.

but if you want it with no t4 or implants then ok but it will be empty most of the time

Gooseberry

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Re: Base control and radar stations
« Reply #8 on: June 12, 2015, 03:14:42 pm »
radar stations - gtfo, those destroyed the community on tlamk2, dividing it into few pros and no one else, bcuz newbies and others were targeted "for lulz".

How are radar stations a major issue if they cannot detect those who are lvl <24? Anyone who reaches 24 is absolutely not a newbie anymore. If needed you could prevent a radar from targetting people that are not in a faction or do not have a certain amount of equipment on them. Or the way a radar works can change altogether.

On the note of breaking the community, this wasn't in any way caused by radars. New players never had to worry about those. What killed TLA was the issue of the devs being sellouts and giving players crit resist and 90% damage resistance. A newbie didn't fear radars, he feared the fact that p2w donator builds solo-killed every guard in starter towns.

In any case the goal here to create new pvp hotspots, to add new locations and places to fight over. If people believe that a feature working in a specific way will cause issues, then why not think of ways to improve that? Being close minded will solve nothing here. 

EG: A radar could be given many other functions instead: 95% encounter avoidance chance with radar control. Or the ability to choose specific NPC encounters around the radar station. It's not about the radar function itself, it's about creating new interresting locations to compete over.

Edit:
If people dont want pvp it means that they dont want it. Clear? 

My opinion is that good pvp is when You fight with strong enemy. Defeating some weak guys is like hmm... lame.

-1 for radar.


Would be good to see Sierra Control (without implants and t4).

I welcome any alternative functions for a radar station. I just want to see new places to compete for in the game.
« Last Edit: June 12, 2015, 03:16:29 pm by Gooseberry »

salty_captain

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Re: Base control and radar stations
« Reply #9 on: June 12, 2015, 03:24:19 pm »
How are radar stations a major issue if they cannot detect those who are lvl <24? Anyone who reaches 24 is absolutely not a newbie anymore. If needed you could prevent a radar from targetting people that are not in a faction or do not have a certain amount of equipment on them. Or the way a radar works can change altogether.

because team of 10 captures radar to look for 1 player

FrankenStone

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Re: Base control and radar stations
« Reply #10 on: June 12, 2015, 03:56:14 pm »
the only thing which makes me wonder is that t4 or 3 dunno how many tears we have here are in special encos , so its still grindable ... only difference is that people do it on octalog just walking on world map without any player interaction ... imo this stuff should be removed from special encounters , from the whole game if u dont want it in ... so that fo2 argument isnt really valid , u need to grind on both servers ... still it seems to me that fo2 has more features atm , and for the pvp part ... well i enjoy reloaded pve more than pvp .

mkhammer

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Re: Base control and radar stations
« Reply #11 on: June 12, 2015, 03:59:21 pm »
the only thing which makes me wonder is that t4 or 3 dunno how many tears we have here are in special encos , so its still grindable ... only difference is that people do it on octalog just walking on world map without any player interaction ... imo this stuff should be removed from special encounters , from the whole game if u dont want it in ... so that fo2 argument isnt really valid , u need to grind on both servers ... still it seems to me that fo2 has more features atm , and for the pvp part ... well i enjoy reloaded pve more than pvp .


All dungeon got bigger or smaller bugs so it no point puting t4 stuff in those places. Devs will have to pay attention to fix bugs etc, its just waste of time. On fo2 devs dont understand that pvp with sot is not main idea of that game.

Chosen One

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Re: Base control and radar stations
« Reply #12 on: June 12, 2015, 04:42:23 pm »
Don't like the mariposa/seirra options, how about navvarro/glow? Far enough from anyone not wanting to join the chaos, but still workable for those who do.....
And Navvarro adds enclave by default, meaning sooner or later they're coming for you.
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DocAN

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Re: Base control and radar stations
« Reply #13 on: June 12, 2015, 07:03:42 pm »
I played a lot on tla mk2 and for sure Radars were used to PK randoms and sometiems other gangs, thats why i dont want it here.

About Base Control / Zone Control - i have something on my mind.