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Camp tweaks
Joel Autobaun
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darthspanky said:
ok sorry i dont mean to be a smartass but how is it making it harder when i scout 1 time from camp and earn 180 camp fame? then have no use for it.


Ok, wtf?  You are now bitching about earning all the possible scout fame in one scout (because of a mistake in coding or whatever).  I didn't get mine in one go and have to keep scouting only get 15-30 points a time.

Sorry dude, but you are really coming off as bitching about anything possible.
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Posted Apr 24, 2009, 12:21 am
*Longo*
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I just wanted to add to a few points -

Regarding more camps - Joel is right that with too many camps, there will not be enough mechs to go around. I think Elms could maybe use 1 more, GW and Sars a small one or two, and FL 1 or 2. After that, I think we need more players.

Regarding camps in the North being as large as camps in the South and being able to make stuff just as good - this just wouldnt be fair. Its alot easier to travel in SS than BL...and to Joel's Sars camp its a whole nuther ballgame. Im the only one having success getting mats in a lorry to Joels camp, and in 3 runs I got wiped out at sars gate last run. Why should everyone have to work 10 times as hard to get this camp up and running, when you could just buy a large SS one and drive back and forth with little or no effort? I got no problem driving an unescorted lorry with only a driver in SS to an SS camp, but down south I send an escort vehicle with high end gunners, and have 2-3 gunners in the lorry. Last night, between helping out at all of the camps and doing 1 two car scout, I had 30 gangers traveling, of 51...

As for Darths complaint of his small camp - you booted me out so I cant see your MR, but Im guessing you can make most items already, although have room for just 1 factory? After 95 MR there isnt much left to build man, and we are the 2nd highest MR right now in SP next to Alo's BL camp. I havent seen any new rares with our MR, and where we are at rigth now, we were able to make anything previously manufactureable. So Im betting to get any real good stuff its gonna require a huge camp and a ton of mechs. Let me know if you want any MR lvls that you can build stuff, Im betting you can most almost everything we can, save probably 2 items which one is worthless....

Well, feel free to attack my post, I wont be able to read your reply for several hours so take your time...
:)
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Posted Apr 24, 2009, 1:12 am
Mad Mike
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The one thing we have to remember here is this game is under development and has many many changes to go through.

there will be times when its going great and we can make everything but we need to take a step back once and awhile. Its all for the good of the game, and we can reach those high places again.
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Posted Apr 24, 2009, 3:19 am
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There needs to be a new term for a game that is in perma-beta. Something like Evolving Gameplay.

Anyway, it seems that Joel's camp has long-term investment value.

Seems.

Camps, ultimately, are the manufacturers who bring weapons, chassis, etc to towns. Much like Uzi's are made in caves today. So they have potential, and yet limits.

I would like to know, beyond the mechanics of this stuff, what a camp's capabilities are. I'd be more likely to send resources to a fringe camp if I knew I had a shot at a fringe weapon.
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vet wv cont

Posted Apr 24, 2009, 6:32 am
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the better the mechs are the more chance the camp has of producing fringe weapons. you just have to bring your mechs to the camp.

The camps are not meant to bring everything to market. I think the player owned camps are only for a very small scale compared to the NPC factories that supply evan.
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Posted Apr 24, 2009, 9:15 am
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Dr Mathias said:

So what if spanky wants a big camp in Somerset? Reduce the amount of stone there. You could say that the indigenous rocks are too soft to use for construction. Make him ship it himself, it would give him a better sense of ownership. Stop having 10000 units of stone available at all times.


Sam I think Doc has a good point, andto put it another way, what i think the game is missing is the "litle" details like that. I don't think it would hurt the game play to have to ship stones or build a mining facility first to gather the material to build something else later (if there is stone supply at a camp, like down south).

to ballance the above reasoning, there must be an "action/reaction" consiquences.... so let's say that the higher your mr, the higher the risk of drawing attention, so you need deffenses, walls made of stone, turrets made of stones, gates made of reinforced steel... the works, if you are going to have the mr to build uber rares... and an endless supply of stone to rebuild, so having a camp in the middle of a sand dessert should make anyone think twice about building such a big attractive cake that pirate wil be on like on white on rice in a glass of hot milk!

so to recap we need the little details of reasonings to build upon, instead of creating monsters that can't stand straight by themselves;

Also other things like money should be movable to pay your mechs (great idea Goat)

Quote:
A weak gang in Badlands spawns more cars than an equivalently weak gang in Elmsfield. WhereTF are they getting all the cars, and why can't we go to the same source?


It's because the price of cars are chaper down south, and so we benifit the same way from this
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Posted Apr 24, 2009, 9:22 am
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*Tinker* said:
Dr Mathias said:

So what if spanky wants a big camp in Somerset? Reduce the amount of stone there. You could say that the indigenous rocks are too soft to use for construction. Make him ship it himself, it would give him a better sense of ownership. Stop having 10000 units of stone available at all times.


Sam I think Doc has a good point, andto put it another way, what i think the game is missing is the "litle" details like that. I don't think it would hurt the game play to have to ship stones or build a mining facility first to gather the material to build something else later (if there is stone supply at a camp, like down south).

to ballance the above reasoning, there must be an "action/reaction" consiquences.... so let's say that the higher your mr, the higher the risk of drawing attention, so you need deffenses, walls made of stone, turrets made of stones, gates made of reinforced steel... the works, if you are going to have the mr to build uber rares... and an endless supply of stone to rebuild, so having a camp in the middle of a sand dessert should make anyone think twice about building such a big attractive cake that pirate wil be on like on white on rice in a glass of hot milk!

so to recap we need the little details of reasonings to build upon, instead of creating monsters that can't stand straight by themselves;

Also other things like money should be movable to pay your mechs (great idea Goat)

Quote:
A weak gang in Badlands spawns more cars than an equivalently weak gang in Elmsfield. WhereTF are they getting all the cars, and why can't we go to the same source?


It's because the price of cars are chaper down south, and so we benifit the same way from this


Tink-
Its already super hard to bring in mats. For example, for a mech shop you need -

CPS 200
Electronic Parts 20
Stone 600
Scrap Metal 200
Thats about 8-9 lorry runs to camp, for 1 building.

For SP, times that by 12.

For a factory, its -

Cps -  500
Electronic Parts 100
Stone 500
Scrap Metal 200

Thats easily 10 lorry runs.
Times that by 3

Then 1 storage building -

Stone 600
Scrap Metal 75

Thats 5 lorry runs X1

Thats 143 lorry runs to build Southern Pride as it stands now.
Now Latte and I would run 4-6 lorries at a time, but you can just check the math on that. And yes, thank the Gods of Evan, we were 100% efficient on our runs, losing no lorry. But as I posted earlier, Ive already lost 1 lorry going to Joels camp...

Just hope this math showed you all who have never built a camp how difficult it is.
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Posted Apr 24, 2009, 2:03 pm
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Longo said:

Just hope this math showed you all who have never built a camp how difficult it is.


Damn  :cyclops: I had no idea, thanks for the numbers, man it's tough to manage a camp

But i still stand by what i said  :D (but i might be a raving lunatic)

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Posted Apr 24, 2009, 2:16 pm
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*Tinker* said:
Longo said:

Just hope this math showed you all who have never built a camp how difficult it is.


Damn  :cyclops: I had no idea, thanks for the numbers, man it's tough to manage a camp

But i still stand by what i said  :D (but i might be a raving lunatic)



Nah, I always thought what you said would be a cool concept, but after having gone thru what we did to build SP, I dont think that any longer, hehe.

And you have to realize also that having done this, I had pirate status and several 150+ scouts, and Latte borrowed like 8 lorries from different gangs for like a month to accomplish this. And it was done by 2 very accomplished vets, with help from Zolt and numerous others.
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Posted Apr 24, 2009, 2:27 pm
Mad Mike
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This can be accomplished by using 5L box vans. Those can escape way easier than a lorry. I supply my camp that way. It also helps train up a ascout if you just use 1 box van per squad.

In sarsfield I suggest using 5L or 5L V8 box vans, you'll be able to run easily... and put a heavy car rifle in and when you get running and that one pirate still wants to bother you, get some sniping in.

My new tag line is "We will Adapt" That's pretty much it. Whatever sam throws at us, we will adapt.
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Posted Apr 24, 2009, 4:52 pm
Joel Autobaun
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Mad Mike said:
This can be accomplished by using 5L box vans.  Those can escape way easier than a lorry.  I supply my camp that way.  It also helps train up a ascout if you just use 1 box van per squad.

In sarsfield I suggest using 5L or 5L V8 box vans, you'll be able to run easily...  and put a heavy car rifle in and when you get running and that one pirate still wants to bother you, get some sniping in.

My new tag line is "We will Adapt"  That's pretty much it.  Whatever sam throws at us, we will adapt.


I do use box vans.  In the manner you describe.  I have very nearly lost it twice to ambushes(with a 181 scout).  It would take me years to get up and running without Longo helping with a Lorry.  I'm moving a lorry down to sars, I gotta at least try.

The camp is 288 miles from sars.  That means I launch the trip, do my encounters go to bed and in the morning it's still travelling lol. I have had 3+1gates encounters each way the first few trips up.  After zealously scouting the road , I've got it down to about 4 encounters both ways on average. 

Longo is not just blowing smoke up everyone's skirt here.  It's really hard for me to be sympathetic right now to everyone wanting a big large camp in SS, or the benifits of a large camp when their camp is 100 miles or less from a very safe town like SS.

I understand some people are pissed because it used to be easier to make some stuff, I will no longer comment on that, being too new to remember that.
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Posted Apr 24, 2009, 5:10 pm Last edited Apr 24, 2009, 5:11 pm by Joel Autobaun
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Joel I have an A armoured lorry in Sars if you have one somewhere else should you wish to swap to save yourself at least one long journey. Drop me a line.
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Posted Apr 24, 2009, 5:13 pm
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Nine - I have a few of these too, but not in SF - I'd swap you one somewhere else for that one and let him use it, if he's so inclined.

JL

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Posted Apr 24, 2009, 5:18 pm
Mad Mike
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I ran an A armor lorry with dual front heavy smokescreen from BL to GW and back for a while. The lorry had an 9.4L. it was exposed, but the smokescreen made them miss it everytime. Also put a rocketbooster and nitro. even some flaming oil or heay oil helps to make the chasers spin out.

could be the solution to your problem.

besides, I hope at least your scout gains quite a bit of scout skill so wont be long till you get through without much problems.
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Posted Apr 25, 2009, 4:11 am
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