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Advance Warning of Rule Tweaks
*sam*
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This is advance warning that the changes below are going to be implemented soon. In the case of #3, I will have your Lockups page show future cost for a period of 1 week, so you know exactly how you will be impacted and have time to react before the changes are made permanent.

These changes were actually discussed in the rules council in May/June and agreed on in early June, but I didn't get time to work on them until now.

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1. Increase in character wages: at the top end (currently ~$1000), make it 3x larger, scaling down to no change at all at the bottom end ($25).

2.  Increase the rate at which permanent-damage to equipment happens. It will be 3% each time the item is mended, rather than the current 1%. However, if the item is already within 5% of its maximum then it receives no permanent damage at all when fixed.

3. Increase garage fees and lockup fees, especially in the small towns.
SS: x1
Elms/SF/TX: x2
BL/FL/GW/SV: x6
However, ammo will no longer count towards lockup space in towns. These figures will be non-linear - so the figure starts spiraling when you have masses of gear. It will also be based on local piracy levels (to represent the increasing security presence needed as you have larger lockups). The figures above are ballpark increases for "reasonably sized garages/lockups".

4. Increase the rate that NPCs train, in BL/FL/SF/TX/SV.
BL: x3, FL/SF/TX/SV: x2
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 24, 2009, 6:14 pm Last edited Aug 24, 2009, 6:14 pm by *sam*
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hehe too bad ya didnt post this before the elections, good thing rc is looking out for us. ;)
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vet paintball wv1,0,1

Posted Aug 24, 2009, 6:18 pm
*Lugal*
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Spring cleaning time....

Changes look good, especially the 'permage' one.
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vet marshal wv

Posted Aug 24, 2009, 6:25 pm
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oooooo some money trap changes there, i like i think lol
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vet marshal wv community

Posted Aug 24, 2009, 7:12 pm
pweelg
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Looks like time to move everything back to Somer.

I understand the need to make money more valuable than it is currently but the rewards for scouting in BL aren't really worth the expense of having any serious amount of stuff there.

Why the increase on NPC training ?
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vet combatL1 raceL1 wv

Posted Aug 24, 2009, 7:19 pm Last edited Aug 24, 2009, 7:23 pm by pweelg
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pweelg said:
Why the increase on NPC training ?


Simply to make the pirate gangs in those areas a bit more difficult. This way they are more powerful without just stacking up a bigger CR against you, which often just results in more loot for the hunter.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Aug 24, 2009, 7:45 pm
*Ninesticks*
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Regarding the increase on NPC training, a quick look at the pirate gangs in BL tells the tale. The top pirate gang (in BL) at fame 900 has approximately 5 characters with gunnery in the 40-60 range at 100% activity. Chances are they will all be dead/crippled by week's end.

Basically the pirates are getting slaughtered so quickly that they rarely have a chance to create gunners that come anywhere near the level of what they should be given the difficulty they are meant to represent. An increase in their training rate helps with this.
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vet wv marshal pvp4 community pvp20,1,0

Posted Aug 24, 2009, 7:48 pm
*Lugal*
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Ah that makes sense.

Of course, these modifiers are contingent on the gangs being 'kept in check' by player action.

Is this a set amount, or is it going to be automated based on player activity? (ie, "the faster we kill 'em, the faster they train").
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vet marshal wv

Posted Aug 24, 2009, 7:58 pm
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*Lugal* said:
Is this a set amount, or is it going to be automated based on player activity?  (ie, "the faster we kill 'em, the faster they train").


The discussion was just based on their training. Sam didn't specify HOW they train, but I assume it's the same way ours do - with events they survive plus weekly training. If so, it will NOT be as you say, but Sam is the only one who knows the details and the numbers.
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vet marshal deathrceL1 wv community combatL1

Posted Aug 24, 2009, 8:05 pm
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Concerning the increase in priate training: will the CR still be as high as it is currently or does this change replace the CR boost pirates were receiving?

---

I don't quite understand that '5%' rule for perma-damage. Does that mean equipment within the 95%-100% range will not receive a reduction in integrity if they are damaged within that bracket (i.e. brought down to 95% or higher)?

EDIT: I've found the answer to this in Wiki: no permanent damage will be added if the item takes less than 5% damage within the 95%-100% bracket.
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vet combatL1 wv cont0,5,0

Posted Aug 24, 2009, 8:13 pm Last edited Aug 24, 2009, 10:37 pm by Groove Champion
*Lugal*
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Oh no, what I meant is, what determines the training modifier mentioned in Sam's post?

Badlands is listed as getting a x3 boost, whereas Firelight (eg) is getting a x2.

This - based on what PT and Nine are saying - means that Badlands pirates are being beat down more (relative to their intended 'difficulty level') than Firelight pirates. Therefore they need a faster development rate to compensate.

I get that, and I like it too. I'd rather have few, better opponents in harder areas than simply larger swarms of easy prey.

But what if suddenly Longo et al stopped scouting in Badlands? Would they (the NPCs) maintain that x3 rate or would the modifier be reduced relative to ganger attrition due to player action? Or would they build up ubergangs of supersoldiers?

I'm not arguing against it or anything, I'm just curious how it's set up - if it's an automated feature or a Sam-tweak.
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vet marshal wv

Posted Aug 24, 2009, 8:14 pm Last edited Aug 24, 2009, 8:15 pm by *Lugal*
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The Paranoid Tourist said:
pweelg said:
Why the increase on NPC training ?


Simply to make the pirate gangs in those areas a bit more difficult. This way they are more powerful without just stacking up a bigger CR against you, which often just results in more loot for the hunter.



Fine if that means they do actually take less cr against you, but i'm unsure how much that will affect looting because very often i will have to destroy engines to get them to demo and i wont run anything much off a 100% engine back
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vet combatL1 raceL1 wv

Posted Aug 24, 2009, 10:51 pm Last edited Aug 24, 2009, 10:54 pm by pweelg
*Longo*
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I havent made a weekly profit in months. And I was just saying to myself if it werent for town events, Id leave SS and Elms forever, not looking back. I had almost convinced myself to completely move out anyways. Now I will be moving all of my guys back to SS. At least we had a warning.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 24, 2009, 10:54 pm
darthspanky
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yeah when you get to be a big gang it costs alot more some may not understand that they just say sock it to the rich, i dont have a opionion either way on these rules but i do know we will be getting more stuff like this i bet.
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vet paintball wv1,0,1

Posted Aug 24, 2009, 11:03 pm
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At these increases, its going to cost me right around 1/2 a million a week just to operate my gang.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Aug 24, 2009, 11:36 pm
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Perhaps this is a good thing in terms of bringing new players on an even playing field with veterans? If the lockup and maintenance fees are higher rich veteran players will have to choose the rares they buy rather than cleaning out the markets.

Veteran players will still have the luxury of experienced characters who will contribute to the continuing success of the gang at a cost that -however hightened- is still manageable.

I'm not accusing anyone of playing the game wrong but I sure am in favor of a change in gameplay.
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vet combatL1 wv cont0,5,0

Posted Aug 25, 2009, 12:01 am Last edited Aug 25, 2009, 12:02 am by Groove Champion
darthspanky
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yep and good thing for you ya have a rc council who doesnt care what vets want they only help the poor helpless noobs who deserve all the rares after a few weeks lol boy i cant wait to come back and have some fun trying to liberate those weapons.
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vet paintball wv1,0,1

Posted Aug 25, 2009, 12:04 am
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Quote:
i cant wait to come back and have some fun trying to liberate those weapons.


Well, that will still be something that is possible despite the reviewed maintenance costs :)

The change makes sense in my opinion: as things stand many veteran gangs hoard enough equipment to cover Somerset and the surrounding area in junk... Time for a big clean-up!
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vet combatL1 wv cont0,5,0

Posted Aug 25, 2009, 12:15 am
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the noobs may like it now but once they get alot of stuff i bet they wont like it then hehe
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vet paintball wv1,0,1

Posted Aug 25, 2009, 12:44 am
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*sam* said:
2.  Increase the rate at which permanent-damage to equipment happens. It will be 3% each time the item is mended, rather than the current 1%. However, if the item is already within 5% of its maximum then it receives no permanent damage at all when fixed.


Should this be a static 3% or a random 1-3%?

Seems odd that I should have 10 engines at 94% but none at 95% or 93%
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vet wv pvp3

Posted Aug 25, 2009, 12:44 am
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