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Topic: TB combats in Wasteland  (Read 14819 times)

Spacefucker

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TB combats in Wasteland
« on: March 08, 2014, 11:01:52 pm »
To end the talk about TB traps.
To give easy play for those who like turn-based battles
I suggest the following:
1. if there is a player on location there can NEVER Fail
2. location if there is a player ALWAYS shows dialog asking enter.

That's all. Meaning turn-based traps disappears. Turn-based battles will be carried out only by those who are interested in them.
Builds for turn-based risk of running battles on a real-time battle and die.
Real time builds can not worry about falling into the trap
« Last Edit: March 09, 2014, 05:26:50 pm by Spacefucker »

Spacefucker

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Re: TB traps
« Reply #1 on: March 09, 2014, 05:25:26 pm »
And add.
If you make a small chance (0.1% for example) spawn, rare weapons, implants and other goodies in footlokers in city locations you, dear administration, get more players on this server and lure some existing players from the cities and faction bases to the wasteland.

This will only work with what I wrote above.

artek405

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Re: TB combats in Wasteland
« Reply #2 on: March 09, 2014, 05:34:36 pm »
+1 lets make wasteland crowded again  :D

Strike

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Re: TB combats in Wasteland
« Reply #3 on: March 09, 2014, 05:48:39 pm »
+1

I'm sure that Kilgore has already think some changes to TB, we just have to wait and see what future will show us.

Selmarion

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Re: TB combats in Wasteland
« Reply #4 on: March 09, 2014, 08:01:36 pm »
I would like to add to the above. If you're driving, you display 100% the same dialogue about meeting the players. So it will be easier to look for players to attack in the desert.  :)

c_hieter

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Re: TB combats in Wasteland
« Reply #5 on: March 12, 2014, 03:54:58 pm »
I think if your TB only you should only have to battle in TB while in the wastes.
if you come across a RT encounter you have the choice to join.
if your RT only, you have the choice to enter TB.

Troll

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Re: TB combats in Wasteland
« Reply #6 on: March 19, 2014, 05:27:36 pm »
What would do the troll I am to balance TB combat:

- disable "free" first attack, you start turn without the AP that costed first shot
- disable -1 ap cost bonus in TB only (single AND burst)
- change FA cooldown in an amount of turns instead of timer (only adapted to RT)
- nerf turbo plasma rifle (normal ap cost, no more hidden critpower bonus)
- no more forced encounter with car
- show number of players inside TB trap before entering, like "you gonna enter encounter with xxxxxxx inside, enter? go back?"
- increase reload ap cost to 3, 1 with quick pockets (like in rt)
- disable double turn (when high PE and low PE are in same combat), high PE should only make you play sooner
- put a 2 ap cost to swithing slots

I think this would solve many problems, at least I hope.

Quote
I think if your TB only you should only have to battle in TB while in the wastes.
if you come across a RT encounter you have the choice to join.
if your RT only, you have the choice to enter TB.
+1

Kirkor

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Re: TB traps
« Reply #7 on: March 19, 2014, 05:44:26 pm »
If you make a small chance (0.1% for example) spawn, rare weapons, implants and other goodies in footlokers in city locations...
lol, no.
There are already WAY TOO MANY sources of top tier shit and implants. We don't need another one, that is even easier to loot as bluesuit fag than NR/WH.


Top Tier  stuff and implants should be available ONLY from really hard dungeons (V15 is step in a good direction, but it needs few changes here and there).

gnjisa

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Re: TB combats in Wasteland
« Reply #8 on: March 24, 2014, 11:13:21 am »
I agree that there should be a small chance of good stuff (implants even) in footlockers on WM encounters. +1 for that.

I believe I speak for every lone wolf out there who don't want to /can not (due to no Teamspeak circumstances) participate in a guild (which is, let us be honest, the easiest way to get top tier items).
« Last Edit: March 24, 2014, 11:14:55 am by gnjisa »

GenericoScout

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Re: TB combats in Wasteland
« Reply #9 on: March 26, 2014, 02:47:38 pm »
TB combat vs RT combat is going to be an issue either way.

It'd be OP if outdoorsman didn't determine anything. But when a person appears out of no where in TB Bursts, gets another turn then bursts 2-3 times it basically is the end.

Now I"m completely against nerfing weapons for TB users since it makes upgraded weapons worthless.
Giving players extra stat points for an ambush actually makes sense because... you freakin got ambushed

I'm all for making encounters optional but that's what outdoorsman is supposed to be here for. IRL you don't get pop ups when someone is stalking, ambushing, or simply just stumbles up to you.
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Kilgore

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Re: TB combats in Wasteland
« Reply #10 on: March 27, 2014, 09:22:09 pm »
We can try that, but some players will start whining that Turnbased is broken because nobody enters their traps... so think twice.

Troll

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Re: TB combats in Wasteland
« Reply #11 on: March 27, 2014, 10:24:32 pm »
Quote
IRL you don't get pop ups when someone is stalking, ambushing, or simply just stumbles up to you.

IRL nobody pops in front of you in the middle of the desert, unless the guy was buried in the sand (rambo sneaking).

What sucks in TB traps is that you spawn between 4 or 5 noobs that are not even hiding (they don't have too, because they all shoot 6587416 times before u can move). A spawn a little far away from ennemi would be better, and more logical. IRL, when u see ppl shooting each other or just stand somewhere, you don't walk stupidly until u are surrounded, u stop as soon as u see one guy. Spawn is already based on PE, but with 10 PE u spawn at 30 hex from ennemi, (and your sight is 50). U can even spawn on 1 hex with medium PE WTF!!! Being a sniper in TB sucks just because of the spawn range.

c_hieter

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Re: TB combats in Wasteland
« Reply #12 on: April 06, 2014, 07:18:16 pm »
"What sucks in TB traps is that you spawn between 4 or 5 noobs that are not even hiding (they don't have too, because they all shoot 6587416 times before u can move). "

one of the stats that ONLY work in TB is sequence.
that gives you first shot.
a pvp player has no use for that.
a TB player lives or dies by it.
in a PVE, one should always have the choice not to join the style they don't prefer.
and this should depend on outdoor skills.
and for the most part it does.
but there are times I am given no choice.
a rt player was there first.
sometimes I died, sometimes I killed.
maybe one of these days my turds will stick to the wall.
but part of the fun is adversity.
kill or die, various things will decide.
part of the fun is figuring what works.
easy usually gets discarded eventually.
and I think Kilgore and the gang are making it better.
cheers

GenericoScout

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Re: TB combats in Wasteland
« Reply #13 on: April 06, 2014, 10:01:55 pm »
I think this should be the case the idea IF your outdoorsman is at a certain BARE MINIMUM it'd be balanced and work both ways.

There's no way a TB player wants to get into an "RT trap" It works both ways I don't see how it can be balanced if it didn't work both ways.

Who here actually would complain if there were no "TB traps"?

I'm against nerfing TB when its an RT vs TB issue that can be fixed with ideas similar with this.
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Troll

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Re: TB combats in Wasteland
« Reply #14 on: April 07, 2014, 05:14:34 pm »
TB is boring, there is only ONE build that works fine (any other build is useless) : 14 AP spammer with 10 PE an earlier sequence. Build is simple, can have 3 lifegivers easely and completely OP in TB while not that useless in RT if you use gatling.
If you are 285 HP tank => pray for the guy to crit miss, if not => death
If you are sniper => pray for a knockout on first shot, if you can shoot first, if not => death
If you are a sneaker => pray for a one hex burst kill and no motion sensor, if not => death
If you are anything else => lol :) => death
It's not balanced, it's not fun: "I am an epic fighter but I can't fight TB because I don't have THE build" WTF!
TB should be a "turn based combat", but it's "wait and watch your execution"
Minimum AP cost for firing should be caped at 2, shooting 7 times is enough.