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Topic: Improved town control  (Read 2058 times)

blasma

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Improved town control
« on: December 05, 2013, 11:10:18 pm »
Holding towns from other players is the only challenge for gangs at the moment, so how about some more variety in features in town control? Such as raising a town to a nation for a faction. The faction can be the feudal lords for this nation/city/town.

1. Levels of towns
2. Faction/town relation
3. NPC raids

There are 3 points of matters that each town have either leaving an advantage or disadvantage.

Government: The amount of government level determines how easy the town would be able to control, for example a town with low government is constantly raided by bandits. High government grants low bandit raids and less rebellions.
Economy: The economy of the town, what you get in TC chest.
Surroundings: The lower the surroundings the less bandit raids.

Levels of towns.
Each of the towns have different levels based on their government, surroundings and economy:
Klamath/Modoc: Both surrounded by tribals and bandits, these are towns with bad government and economy. Medium surroundings.
Den: Surrounded by bandits, slavers and such, bad government and surroundings, medium economy.
Gecko: Surrounded by strange crazy ghouls, but that's all, medium government, surroundings and economy.
Redding: Surrounded by some claim jumpers and bandits, high government, high economy and low surroundings.
Broken Hills: Surrounded by few rogues and khans, high government, high economy and medium surroundings.

Each town has 5 levels of different governments, the higher government, better militia/guards:

Tribal goverment:
1. Simple tribals armed with spears, rocks and such.
2. Below average tribals armed with sharpened spears, wakizaki blades and such. Improved HP as well.
3. Average tribals armed with wakizaki blades, rippers, frag grenades.
4. Better tribals armed with wakizaki blades, throwing knives, plasma grenades. Improved hp and AP.
5. High tribals armed with wakizaki blades, plasma grenades and g11es. Slightly improved hp and AP.

Bandit government:
1. Weak bandits armed with zip guns, shotguns and such.
2. Below average bandits armed with smgs, combat shotguns and such.
3. Average bandits armed with fn fals, assautl rifles and such.
4. Better bandits armed with the same of above just high HP and AP.
5. Khans armed with fn fals, m60s and plasma grenades.

Slaver government:
Slavers are the same as bandits in terms of militia.

Mutant government:
1. Weak ghouls armed with sharpened spears and hunting rifles.
2. Stronger ghouls armed with hunting rifles and assault rifles.
3. Mixed mutant militia, ghouls armed with FN fals and mutants armed with laser rifles or power fists.
4. Unity, a mix of ghouls, mutants and humans armed with fn fals, laser rifles and plasma rifles.
5. Complete unity, same as above but higher hp and ap.

Human government:
1. Weak humans armed with hunting rifles and shotguns.
2. Better humans armed with assault rifles and combat shotguns.
3. Average humans armed with fn fals and pancor jackhammers
4. The same as above but more HP and AP.
5. NCR/Vault city vassal, CA guards armed with laser rifles, plasma rifles, and g11es.

Each government has a special bonus:
Tribal: Higher amounts of militia
Bandit: More weapons and armors spawn in the TC locker.
Slaver: Free slaves on a level 4 government. (Cooldown included.)
Mutant government: Mutant militia in late levels of government.
Human government: Less rebellion and raider chance.

Economy levels:
1. Spawns the usually TC locker stuff.
2. Spawns more of the usually TC locker stuff.
3. Chance of spawning of top loot (PA, Gauss rifle and such.)
4. Nothing improved. If you own a slaver government, you receive free slaves with a cooldown timer.
5. Slightly higher chance of spawning top loot.

Each town has 1-3 paths on government, the choice results in raising the economy or government, and militia.
Klamath: 2 paths, tribal government or bandit government.
Modoc: 2 paths, tribal or bandit government.
Den: 3 paths, tribal, bandit or slaver government.
Gecko: 2 paths: Mutant or human government.
Redding: 2 paths: Human or bandit government.
Broken Hills: 3 paths, Mutant, human or bandit government.

Advancing to the next level in government costs money, here's the requirements for each level:
1 to 2: 2000 caps.
2 to 3: 4000 caps.
3 to 4: 8000 caps.
4 to 5: 15000 caps.

Faction/town relations

If the faction and town relation is low, rebellion chance is high, and if the level of the government is higher, the rebels spawn in better stuff.

Relation can range from -100 to 100

Increasing reputation between faction and town:
1. Faction-only quests for the town, such as kill this or that, or deliver that, such and such.
2. Donating money to the mayor of the town.
3. Defending the town against player attacks.

Decreasing reputation between faction and town:
1. A player in the faction kills the town NPCs.
2. If faction X takes faction Y's town, faction X's reputation would decrease with the town.

NPC raids

Based on the town's surroundings, NPC raids can be high to low. Each TC chest spawn, there is a chance of NPCs spawning, if they defeat the town's militia, they will take the town. The faction who has killed the most npcs taking the town will be declared the official owner of the town.

Low surroundings: 15%-25% to spawn npcs.
Medium surroundings: 25%-40% to spawn npcs.
High surroundings: 40%-70% to spawn npcs.

There is a variety of town raiders, such as:
Tribals: Spawns with 50-100 tribals armed with spears and rocks.
Bandits: Spawns with 20-40 armed with combat shotguns and assault rifles.
Ghoul scavengers: spawns with 50-100, armed with the usually ghoul scavenger loot found in encounters.
Master's army: Spawns with 10-30 armed with rocket launchers, miniguns and laser rifles.
Khans: Spawns with 20-40 armed with assault rifles, fn fals and miniguns.

Klamath can be raided by: Tribals and bandits.
Den can be raided by: tribals and bandits.
Modoc can be raided by: bandits.
Gecko can be raided by: ghoul scavengers.
Redding can be raided by: bandits and master's army.
Broken Hills can be raided by: bandits, khans and master's army.
Gecko can be raided by: bandits

Rebellion:

Based on the faction/town reputation, rebels also have a chance to spawn, they have average militia loot and spawn in 10-50 based on your reputation with the town.

-100 relation will grant 90% to spawn rebels.
-50 relation will grant 50% to spawn rebels.
0 relation will grant 25% to spawn rebels.
0-50 will grant 15% to spawn rebels.
50-90 will grant 5% to spawn rebels.
90-100 will grant 0% to spawn rebels.

Message of NPCs taking towns:
If npcs successfully destroy the militia, they will start the timer for 15 minutes based on the npc group.
Example:
khans are taking Broken Hills, 15:00 minutes remaining.

if they are rebels, then it shall be like this for example:

Broken Hills Rebels are taking back Broken Hills, 15:00 minutes remaining.

Thanks for reading if you have, please give me your opinions.  :)
« Last Edit: December 05, 2013, 11:19:24 pm by blasma »
"i join amboy because have big ppl, ultra violence have small ppl" -Shever 2014

SEGA_RUS

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Re: Improved town control
« Reply #1 on: December 06, 2013, 07:48:21 am »
Really interesting idea!
GJ  ;)

Eloar

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Re: Improved town control
« Reply #2 on: December 06, 2013, 08:27:43 am »
+1, I like your ideas. It would add some strategic aspects to game, not only tactic.

jacky

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Re: Improved town control
« Reply #3 on: December 06, 2013, 08:59:48 am »
it is good but i am afraid it will cause bigger butthurt.

Team A is defending the town vs NPC raid
Team B entered the town and they backstabed Team A.

blasma

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Re: Improved town control
« Reply #4 on: December 06, 2013, 09:17:38 am »
same thing happens in 3-way pvp..
"i join amboy because have big ppl, ultra violence have small ppl" -Shever 2014

OskaRus

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Re: Improved town control
« Reply #5 on: December 06, 2013, 10:31:57 am »
By simply looking at the wall of text its too complicated to be working concept. If the suggestion cannot be described in one paragrapf its not worth reading.

Eloar

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Re: Improved town control
« Reply #6 on: December 06, 2013, 11:18:28 am »
By simply looking at the wall of text its too complicated to be working concept. If the suggestion cannot be described in one paragrapf its not worth reading.

Try to describe Fallout with details in one short paragraph. Did you read this suggestion? In my opinion it is quite big, but would add more strategies and dynamic to game. Don't criticize suggestion because it is long and complicated. Try to reflect to its essential points.

Strike

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Re: Improved town control
« Reply #7 on: December 06, 2013, 02:58:44 pm »
Hmm, some very good ideas.

I would like to hear option from Kilgore.

amnesia haze

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Re: Improved town control
« Reply #8 on: December 06, 2013, 03:06:51 pm »
maybe its good idea but now im affraid about our community. 150-200 people on server is not too much.

Sperber

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Re: Improved town control
« Reply #9 on: December 06, 2013, 06:07:29 pm »
maybe its good idea but now im affraid about our community. 150-200 people on server is not too much.

Maybe it's because of players like you that people are leaving.