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Morgan special rules
*Bastille*
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yeah, 2nd spawns could be good.
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Posted May 4, 2012, 3:13 am
*StCrispin*
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I also liked the suggestion that it not always be "pirates" that attack. That it be a faction that changes occasionally. I have a thought on how this can be determined. Sort of inspired by Pirates of the Burning Seas in a way.

In PotBS towns were affected by people hunting ships in that area. Somehow this affected Town control battles but i never really got that deep into it. But the mechanics of it was that if say a French Faction player sunk some NPCs, that town would get French Conquest Points (or something like that). Or the faction you attacked lost points if they had some. My though it that the players who scout in Morgan could accumulate Control Points rather than Hero Points. These points then used to determine what faction tried to take over the town. Probably the faction with the fewest points? I havent really though it through from a design outlook. Just Musing over it really.

I suppose the downside would be that it could allow players to manipulate what faction attacked... or maybe that would be good because then if Bast got reds his reds to attack, or Juan his Muties, people who have a bone to pick with those factions would be all the more likely to join the fight against them. Could provide a real motivation to participate.
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Posted May 4, 2012, 9:05 am
Joel Autobaun
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StCrispin said:

    In PotBS towns were affected by people hunting ships in that area.  Somehow this affected Town control battles but i never really got that deep into it.  But the mechanics of it was that if say a French Faction player sunk some NPCs, that town would get French Conquest Points (or something like that).  Or the faction you attacked lost points if they had some.  My though it that the players who scout in Morgan could accumulate Control Points rather than Hero Points.  These points then used to determine what faction tried to take over the town.  Probably the faction with the fewest points?  I havent really though it through from a design outlook.  Just Musing over it really.


One faction would attack NPC ships of another faction's near one of their town and once you got to like 1000 a small red circle would show up on the map around it...which meant ANY player could be attacked (pvP'd) in that red circle and it told everyone that faction was getting attacked at that town and they could go there and fight the attackers (usually an elite group of 6 best fighters of the enemy faction).  If uncontested it would get to 5000(a HUGE red circle) then10000 points fairly quickly and a scheduled port attack would happen.  The first 30 players to join each side on the port attack time - got in a MASSIVE ship battle which was hard to escape.

Certainly not a game for carebears until changes ruined it, to their liking.

Sometimes we Pirates would get a bunch of towns near Tortuga big red circled and never go to 10000points - simply keeping the whole straights between cuba and antiqua red to prey upon Europeans as we liked.  Usually we attacked towns on the periphery of this very busy central zone.
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Posted May 4, 2012, 2:32 pm
*jimmylogan*
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*sam* said:
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.


When does this take affect? I have 5 guys riding in but won't be there till well after midnight. I have 2 guys there now which I'm happy to move OUT, but wanted to see if they could die on the track first. :)
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Posted May 10, 2012, 4:37 pm
*sam*
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It's all done at training time, Jimmy. That's Friday morning, around 4am server time
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Posted May 10, 2012, 5:49 pm
*jimmylogan*
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Thanks Sam - not till 10 AM server time, so I'm good. :)
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Posted May 10, 2012, 5:58 pm
Fifth
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About the 5-man maximum: when and how does that get applied? Say I have 4 people in town, but then I bring in a 3-man courier squad, but they're back out before training time hits, does it still count?
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Posted May 10, 2012, 7:11 pm
*sam*
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No, it's only checked once per week, at training time. Only at that time can anyone benefit from having excess gangers in Morgan, so it's also at that time that any over 5 will get the ill effects of sleeping out in the snow.
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Posted May 10, 2012, 9:22 pm
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I also wondered since we cant bring SUVs in and cant get them made there - what are we to do with the looted ones. Only sell them?
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Posted May 11, 2012, 2:24 am
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Apparently we can bring SUVs. Which means there's really not much point having the limit at all if that's true.
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Posted May 11, 2012, 2:25 am
Fifth
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Serephe said:
Apparently we can bring SUVs. Which means there's really not much point having the limit at all if that's true.


It does keep TTs and Box Vans out. Which is gonna constrain our logistics a bit.

I think the 5-man limit is more important than the size limit, which keeps people from having private armies and kinda forces players to work together to have large battles. 5 crew is a 2-SUV cap.
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vet wv

Posted May 11, 2012, 2:30 am
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The potential extra training above cap, I assume that means we have to have the capped skill set to train?

Did the militia win this week?
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Posted May 11, 2012, 4:46 am
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Was there one thins week? :stare:
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Posted May 11, 2012, 7:42 am
*sam*
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The events haven't happened yet, the 1st ones should be next week. I'll add a note to the Morgan town page to explain things.

edit: ok, done. Is this wording ok?

Morgan town page said:
Each player gang may only safely house 5 characters in Morgan. Any characters above that limit are liable to getting ill from lack of proper accommodation and food. Three times per week, Morgan comes under attack from local raiders. If all three attacks are repelled, that week all characters who are close to their cap in their trained skill will enjoy a training boost at the time of the weekly training update (Friday morning). However, each successful attack will mean that goods, items, and vehicles may be lost from both the NPC shops and player lockups.
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Posted May 11, 2012, 9:32 am Last edited May 11, 2012, 9:42 am by *sam*
*Bastille*
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Morgan Town page said:
...that week all characters who are close to their cap in their trained skill will enjoy a training boost at the time of...


already capped skills will not train? They must be training in that skill, not just field training? eg gunner skill boost for using RL in fight?
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Posted May 11, 2012, 10:18 am
Ivan Kerensky
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Hi,

about vehicules lost when a defence fail. Does it also apply to boarded vehicule ? so if you want your gangers safe you'd better dismount them after each ride ?
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Posted May 11, 2012, 11:13 am
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:stare:
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Posted May 11, 2012, 11:31 am
*sam*
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*Bastille* said:
Morgan Town page said:
...that week all characters who are close to their cap in their trained skill will enjoy a training boost at the time of...


already capped skills will not train? They must be training in that skill, not just field training? eg gunner skill boost for using RL in fight?



No, they can actually train above the normal cap too (but not too far above it)
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Posted May 11, 2012, 11:41 am
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Ivan Kerensky said:
Hi,

  about vehicules lost when a defence fail. Does it also apply to boarded vehicule ? so if you want your gangers safe you'd better dismount them after each ride ?



Thanks for the reminder.. it will count for boarded vehicles, yes. But I'll write code to eject them automatically from their cars in this case.
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Posted May 11, 2012, 11:42 am
*Bastille*
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having them taken as hostage would be kinda cool too, need to get them back next defense at loot.
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Posted May 11, 2012, 1:49 pm
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