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Morgan special rules
*sam*
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I'm currently implementing these special rules for Morgan (thanks to Lord Foul for the idea). Fundamentally, what we're looking to do is encourage co-operative (PvE) play, since we have at least one other town (Shanty) where PvP has been encouraged. (The latter may be fixable, I know it's not working too well - but that's for later).

OK..

1. Morgan is a very isolated place (you'll be cursing Bastille's maps through which you'll have to travel, I think). It's also a small town, hence no gang will be allowed to have more than 5 characters in Morgan at once. Clearly this is quite difficult to enforce, but I think what I'll do is make any surplus characters above 5 there take random injuries (a bit like the beatings in other towns) and sickness/rapid ageing.

2. Morgan is beset by a nasty local pirate faction who disappear into the mountains before they can ever be properly squashed. They attack the town every week (in a scheduled town attack). Players can only join the Militia side in this attack. If the pirates win the attack, the town supplies and player lockups get stolen from. If the militia win the defence, everyone in town gets a nice training boost for the week, including some over-the-cap possibilities.
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Posted May 2, 2012, 10:01 am Last edited May 2, 2012, 10:02 am by *sam*
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Quote:
(you'll be cursing Bastille's maps through which you'll have to travel, I think)


Works for me  :cyclops:

(this can be altered if abuse outweighs one size 14 loafer.)

Really looking forward to this. Great idea LF :)
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Posted May 2, 2012, 10:19 am
Tez
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Looks good to me, Morgan is the place to train gangers but you can only have so many gangers there.
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Posted May 2, 2012, 10:27 am
FireFly
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Good start aside, that means morgan is yet another town that's not pirate friendly? :thinking:

I was banking hoping for open gang warfare idea from that other thread myself, with no militia presence :)
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Posted May 2, 2012, 10:50 am
Serephe
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I'm will FF, was kind of hoping for a bit of pirate love.

Still, looks to be an interesting idea, I look forward to it. Probably should fix the problems with militia fights though, last few I've joined have bugged out on me.
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Posted May 2, 2012, 11:18 am
FireFly
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How about this, replace the militia with "Local Gang", if the attacking gang wins they get to take control of the town and become the defenders the next week.

This way, you can have numerous gangs from numerous factions attack Morgan, and give players incentive to fight for the faction they want to remain in control.

Way I figure, Morgan would be fought over by the smaller factions, this would allow 1 town to be the home town for both reds, raiders or slavers if they are willing to fight to keep it under that control.
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Posted May 2, 2012, 11:23 am
*sam*
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FireFly said:
Good start aside, that means morgan is yet another town that's not pirate friendly? :thinking:

I was banking hoping for open gang warfare idea from that other thread myself, with no militia presence  :)



As I said above, we can work on Shantyville to get a proper PvP town working, but the idea of a town encouraging cooperative PvE seems like a great idea.. after all, more players like PvE than PvP.
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Posted May 2, 2012, 11:39 am
*sam*
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Serephe said:
Probably should fix the problems with militia fights though, last few I've joined have bugged out on me.


Any idea what happened? Event didn't start up?
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Posted May 2, 2012, 11:40 am
Serephe
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Yep, came time for the event to start and it just ended. It put me off what was once my favorite kind of event. Haven't tried one in a while but I've heard people still have issues with them.

Pirate vs Militia events have always been pretty boring without a player on the other side though, it's pretty much a duckshoot thanks to the CR being closer between teams than is normal for a player vs AI event. So might want to increase the AI CR to 1.5x or 2x. I'd like to see 10 to 1 odds, but I think I'm in the minority there, since most people don't seem to find death by ambush fun.
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Posted May 2, 2012, 12:17 pm Last edited May 2, 2012, 12:19 pm by Serephe
*sam*
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Yes, I'll make the CR odds more 'normal', thanks for the reminder. In fact, maybe I'll make the NPC force have a substantial minimum size, just to further encourage participation B)
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Posted May 2, 2012, 12:46 pm
FireFly
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*sam* said:
FireFly said:
Good start aside, that means morgan is yet another town that's not pirate friendly? :thinking:

I was banking hoping for open gang warfare idea from that other thread myself, with no militia presence  :)



As I said above, we can work on Shantyville to get a proper PvP town working, but the idea of a town encouraging cooperative PvE seems like a great idea.. after all, more players like PvE than PvP.
I never said that you have to make morgan a "PvP" fight, what I was suggesting was that you make it more of a lawless town rather than another Civ/Trader aligned one.

It can be PvE friendly either way, read my post after the original one with that I never intended for it to be a pure PvP town in mind.


On a side note, did the "No heavy gear in or out" idea catch on with you any?
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Posted May 2, 2012, 12:48 pm Last edited May 2, 2012, 12:50 pm by FireFly
*sam*
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Gotcha, yeah sorry..

RE heavy goods in/out: nothing decided yet. I'm not sure what people's preferences are here. I guess it could be set up like the Lost Trail used to be..
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Posted May 2, 2012, 12:55 pm
Serephe
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+1 for a sub-200s.

Group muscles are always more interesting anyway.
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Posted May 2, 2012, 12:58 pm
FireFly
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Hoy, Sub 230's at least  ;)

Anyway, no need to apologize Sam, That just makes things akward for me  :stare:



So anyway, the reason I wanted the "Faction war" in that area is so you'd be able to back your faction in the town attack events.
Town attack events are PvP by nature anyway given you can take either side. The only real change is that the winning side gets to have their faction take over the town until defeated.

This would give players a great reason to, dare I say Cooperate in town attack/defense events to keep their faction in play  B)


That, and Privateers, Raiders, Reds and Slavers have no home town... This would allow players to satisfy their want for a faction home town by fighting over it.
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Posted May 2, 2012, 1:04 pm Last edited May 2, 2012, 1:09 pm by FireFly
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aren't lawless people (and ostracized Community/Social types) usually too preoccupied with raiding stuff to have a town?

I liked the new pirate starter town (for new pirate players) idea until I thought about it a bit. What is a newbie pirate going to do in a newbie pirate town, hit raider traders? I can imagine racing events to be most exciting, no rules on those roads.

Merchants and money are in SS, SS is the place for pirates to be at. SS is a Pirate Haven. There is always a civ, or merchant target to attack in town. I think this is actually set up really well. Is there a Desert Hyenas level, civ or merchant group that can be picked on by new guys?

I do though, understand the idea of Pirates fighting over their turf.

sam said:
Yes, I'll make the CR odds more 'normal', thanks for the reminder. In fact, maybe I'll make the NPC force have a substantial minimum size, just to further encourage participation 


Could this be dynamic depending on previous results, or perhaps who is in town?

So if there are few people in town for long periods, losing lots of stuff, the CR balance might be reduced, and if the Pirate gang is being beaten up bad, the CR balances rises.

Thinking incase it might become a trap town if this difficulty is too hard all the time and you need to wait for slaver raid to get out of town.
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Posted May 2, 2012, 1:08 pm
Serephe
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Don't think that'd be an issue Bas. Even if there was just one vet in town, it's pretty much a garaunteed win regardless of odds.

Know what, screw it, all objections withdrawn, I'm lookin forward to this too much to care.
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Posted May 2, 2012, 1:17 pm
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Can we help the Pirates attack Morgan?

Edit: nevermind I re-read it....can only join Morganbears side.
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Posted May 2, 2012, 1:22 pm Last edited May 2, 2012, 1:23 pm by Joel Autobaun
*sam*
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Quote:
(you'll be cursing Bastille's maps through which you'll have to travel, I think)



Just referring back to this point. Please note that there are some new (mostly watery) ideas on the new maps near Morgan, and you should be careful not to play on them with anything you're not willing to lose, until we have playtested and tweaked them.
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Posted May 2, 2012, 1:23 pm Last edited May 2, 2012, 1:24 pm by *sam*
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A very good point. These are Badlands, you should always take care when driving ;) Especially in the water.

Sere said:
Don't think that'd be an issue Bas. Even if there was just one vet in town, it's pretty much a garaunteed win regardless of odds.


Yeah, you're probably right there. That just popped in my head and thought I best bring it up.
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Posted May 2, 2012, 1:29 pm Last edited May 2, 2012, 1:32 pm by *Bastille*
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When?
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Posted May 2, 2012, 2:15 pm
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