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Messages - Tycell

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1
Suggestions / Re: Suggestions.
« on: September 26, 2013, 08:50:15 PM »
Ahhhh okey dokey. :) Good stuff.

2
Suggestions / Re: Suggestions.
« on: September 26, 2013, 08:36:29 PM »
Yes I see exactly what you mean about point 2. :)

But about point 1; It would't be a neutral meeting ground as such. Have it so you can't go back to it once you have joined a bigger gang, such as the people who run the town don't allow bigger gang factions in to make sure that fighting doesn't break out and destroy the city. And the purpose of the place would be very much to encourage people to join a bigger faction. Because you can only go so far in the 'grey' faction.

3
Suggestions / Suggestions.
« on: September 26, 2013, 08:26:15 PM »
Hey guys, I know I am new but I had a few suggestions to throw in, not really expecting them to be accepted but as one guy put it "it might spark new ideas". :)  Also probably some of this has been discussed before, so don't feel bad about telling me to stfu and gtfo. :D

One:

Everyone starts in the neutral 'loner' faction.

Rather than joining the game and instantly have to pick a side when you know nothing about them, everyone can start in the grey neutral faction, which only has access to limited weapons, armour and in which the merchants aren't good at all (don't sell many types of ammo, etc).

The 'grey' faction can't capture points in the core, but can give basic help to new travelers to the region who have come to seek their fortune in the legendary city. This way new players will have a chance to get a taste of the game before they throw their lot in with one of the bigger factions. Also you would have loner players who dont want to be part of any big faction coming here, opening the game up to a bigger player base.

It should help faction jumping and stabilize the teams a little more. Then once you get to a certain level cap, for example, you then get strong enough to be of interest to the 'Big gang' recruiters who are hanging around in the neutral base courtyard.

Something like a shanty town which has built up on the outskirts of the territory filled with people who either aren't good enough to join a big gang or don't want too. Something like a trading crossroads town. Not big or important enough to be of interest to the larger factions.



Two:

Smaller bases, that are not part of the main faction bases, like outposts which can be captured and held by squads. Not really bringing anything new to the table in the sense that owning a base wont get your much more than bragging rights. But it will draw fighting out of the core sometimes as well. The small bases could have a basic (not very good) mine, workbench and perhaps even a trader, which is only accessible by the people who own the base. Not really giving anyone a large advantage by owning one of these smaller bases, but it gives people something more to fight towards. The bases could be cappable for only 1 hour per day, all at the same time, so no one gang is likely to just take them all, spreading the power and causing a bit more competition.

One thought I had was that if a base was captured by an enemy squad or gang, that just before they get access to it everything inside the base that the previous gang owns gets teleported to a set of lockers which only the previous gang can see, and only for 23 hours. This way if you loose your mini base and you have been operating out of it, you don't loose all your stuff in the base. You could say that loyal servants in the base, seeing that it was about to fall, quickly gathered all the stuff they could find and ran for an emergency rendezvous point in the hills to stop the enemy gang securing all of your equipment.


As I said, probably this has been discussed before, but I though I would throw it down anyway, even if no one likes it. :)

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