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Morgan special rules
Necrotech
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Awesome,

When does this become available ?

Can you Hire Gangers there or must they all be imported?

Marketplace?

And what will be the bulk limit per vehicle in and out ?

It is accessible from Firelight and Badlands Truckstop or only one of the towns ?
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Posted May 2, 2012, 2:26 pm Last edited May 2, 2012, 2:28 pm by Necrotech
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I think this is sweet. Everyone seems to be soloing these days and I get kinda lonely, will be good to have some encouraged co-operation.
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Posted May 2, 2012, 3:24 pm
Juris
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*sam* said:
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..


Don't like arbitrary bulk restrictions - but I'd be in favor of making the road to Morgan so difficult that getting a Lorry through is next to impossible... 

Edit: Putting my low-cappers on the small bus to Morgan  B)
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Posted May 2, 2012, 3:52 pm Last edited May 2, 2012, 5:30 pm by Juris
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Sounds cool.

Not so keen on allowing training over a gangers cap though. Seems to make having a cap pointless.

Rags
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Posted May 2, 2012, 5:11 pm
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People solo for a reason thou, one of them for me is that a group can never coordinate as well as an indivudal controlling several cars.
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Posted May 2, 2012, 5:42 pm
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Ragnak said:
Sounds cool.

Not so keen on allowing training over a gangers cap though. Seems to make having a cap pointless.

Rags


He said a possibility, and I'm sure it is veeeery slow.
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Posted May 2, 2012, 6:04 pm
*Ninesticks*
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Sam said:

you'll be cursing Bastille's maps through which you'll have to travel, I think


I don't need no steenkin' maps to curse Bast  :cyclops:
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Posted May 2, 2012, 6:21 pm
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No comment on the implemented rules yet. I'll reserve judgement until after I've tried Morgan.

I don't want to get carried away about something without properly understanding how it plays out - like what I did with Scavenger.
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Posted May 2, 2012, 9:01 pm
*sam*
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Ragnak said:
Sounds cool.

Not so keen on allowing training over a gangers cap though. Seems to make having a cap pointless.

Rags


Slow, as JS said. Also it will still be subject to a (higher) cap, maybe 110% what it is in other towns.
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Posted May 2, 2012, 9:54 pm
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Sounds great to me!

The lower per-car CR makes sense too... more dogfighting = more skill use = more training.

Now then... let's have a look at this map. B)
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Posted May 2, 2012, 11:56 pm
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We do have training vouchers already.... so, going over cap is already there.


as for road, hard is good, and Im fine with road caps. I have not driven the lost trail since then, can't wait till someone loses a lorry on that road. ;)
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Posted May 3, 2012, 12:30 am
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Serephe said:
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.


Usually these happen when im at work.  But i was able to join 2.  In the first it didnt start and my car was listed as travelling back from gates for about a week or 10 days.  Bast helped me get that resolved.  I think Sam had to manually do something.

On the second I would have been slaughtered if the AI hadnt been more interested chasing the fleeing Militia AI back towards town and abandoning his 1 demo vehicle for me to pound.

The biggest issue I have is that I cant join them due to them always being at the same TIME of day.  I would rather see one day a week where there are multiple smaller attacks over the span of the day so all of us can join in instead of just those people lucky enough to be off at the 1 time of day they occur now (1 hour after I arrive at work)
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Posted May 3, 2012, 6:57 am
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I say I'd like to see Pirate Peds attacking the town, with a town map to Ped fight them on... But with a 5 man maximum that would be a real fast way to lose all of your gang.

I also hope the objects that cause lag, such as something in SS (I think the big apartment buildings), the pumps in Elms, the church on Deadman's Drop, are left out of morgan. Those 3 things make some situations very very hard to play through. I know which ways to face the camera to not look at the objects but it still makes certain situations nearly unplayable if something goes wrong.
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Posted May 3, 2012, 7:08 am
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StCrispin said:


The biggest issue I have is that I cant join them due to them always being at the same TIME of day.  I would rather see one day a week where there are multiple smaller attacks over the span of the day so all of us can join in instead of just those people lucky enough to be off at the 1 time of day they occur now (1 hour after I arrive at work)



This is a fair point. I have already implemented code for a failed defence assuming one event per week, but I'll go and edit it now to be 66% less punishing, and will schedule 3 events per week.

Would Saturdays suit? Server times 12:00, 20:00, 04:00 ?

edit: or would 1 event per week be better, but at a randomly chosen time?


edit: I'm going to stick with 1 per week, but make it randomly chosen Sat/Sun 12:00, 20:00, 04:00
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Posted May 3, 2012, 7:44 am Last edited May 3, 2012, 10:06 am by *sam*
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BTW.. obviously there's currently some bug with the launching of town-attack events. I'll see what I can figure out..
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Posted May 3, 2012, 7:46 am
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*sam* said:
I'm currently implementing these special rules for Morgan

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.


Might it not be possible for these newer pirates to have some basic garage setup way back there in the hills, allowing them to modify the basic loadout of the vehicles.

ie. no standard NPC vehicles

Would allow for the use of weapons only seen in town events to be encountered in the wild. Also, would help to keep the player gangs guessing as to what they are up against when an attack happens.

Another thought:

Would also allow for a player car to be put back into play by the bad guys allowing for it to be recaptured. But beware, it's weapons mix might be completely different than what was on it before.

(Not sure if this one would be possible though)
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Posted May 3, 2012, 9:04 pm
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Wolfhound said:
*sam* said:
I'm currently implementing these special rules for Morgan

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.


Might it not be possible for these newer pirates to have some basic garage setup way back there in the hills, allowing them to modify the basic loadout of the vehicles.

ie. no standard NPC vehicles

Would allow for the use of weapons only seen in town events to be encountered in the wild. Also, would help to keep the player gangs guessing as to what they are up against when an attack happens.

Another thought:

Would also allow for a player car to be put back into play by the bad guys allowing for it to be recaptured. But beware, it's weapons mix might be completely different than what was on it before.

(Not sure if this one would be possible though)


can we have that for all of Evans ?  :D
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Posted May 3, 2012, 9:09 pm
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Im not sure what peak player times are on the server. I for one work Thurs-Mon. With Tue-Wed off. Sometimes I cant play Wed due to too much to do. Due to work times my sleep-wake pattern is abnormal. I get to play events on DW between 0730 server and 1030 server any night. The COE times worked great for me. (0800 and 1000 I think they were). Maybe one of the random times at 0800 Sam? I know we had decent turn out in COE I so this would probably work well as one of the time. If code isnt too troublesome. Idk how u have it set up.
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Posted May 3, 2012, 9:49 pm Last edited May 3, 2012, 10:04 pm by StCrispin
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*Ninesticks* said:
Sam said:

you'll be cursing Bastille's maps through which you'll have to travel, I think


I don't need no steenkin' maps to curse Bast  :cyclops:


http://profile.ak.fbcdn.net/hprofile-ak-snc4/50256_217617632276_2763613_n.jpg
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Posted May 3, 2012, 10:02 pm
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Regarding pirate v. militia event times...

Perhaps having a half-dozen start times in a regular rotation (as opposed to randomly occurring) would be more effective. That way people can plan for the events that land in their "play-window" and not worry about it in the weeks where things are starting up at 5am in their world.

Also, as this will be the core experience for those in Morgan, I'd like to suggest one "enhancement" to the pirate/militia combat:

Not always -- heck, not even often -- just sometimes, just occasionally enough to where it's a thorn in the back of players' minds, keeping 'em on edge throughout the battle, there should be another wave of pirates. I see it coming toward the end of the initial skirmish, and I see it being a very serious threat to the well-being of the players. When these guys show up the players should be seriously overmatched and the option of abandoning the fray and running like hell should be a real consideration.

It'll make us think. It'll be a gut-check for the guys that are out there. People will die. And it will be epic, scary fun.
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Posted May 4, 2012, 2:09 am Last edited May 4, 2012, 2:11 am by *JeeTeeOh*
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