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  #1  
Old 02-19-2014, 09:11 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Tim_Rocks View Post
You're welcome to provide feedback, as nothing I have said is final by any means.
Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)

Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).

They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).

Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.

The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.

Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).

This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.

Thoughts?
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  #2  
Old 02-19-2014, 09:15 PM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by Supaman771 View Post
Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)

Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).

They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).

Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.

The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.

Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).

This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.

Thoughts?
Pretty much nailed it. I vote for this.
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  #3  
Old 02-19-2014, 09:51 PM
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In all my years, I almost feel comfortable saying that never have I heard a dumber sentiment.
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Quote:
Originally Posted by Supaman771 View Post
Rogue Says:
Cool ideas on turrets
This would be a cool system to implement. I have some concerns about the specifics (which I understand were suggestions but w/e)

-I think anything close to 5k for the first turret slot is too high. Make it lower (1/2k), with a higher exponentiation. Is that a word? It's a word now.

-Perhaps turrets should be armed by players (I get the idea that you mean turrets can be dropped and arm themselves over a period of 1-2 mins?). In this manner, more than one person could help constructing a turret to decrease its build time

-Instead of freeroam/radius for putting down turrets, I'd prefer to see them be able to placed at 2-3 specific points per room. This could prevent door laming/extreme manipulation using sandbags/whatever

-I believe that while they cost points to be unlocked, they should also take some amount of materials or money to put up. Otherwise, you're just giving people free extra bulletspersecond once they hit a certain number of gang points. Even p4's cost money


But yeahhh, really cool idea.
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  #4  
Old 02-19-2014, 10:28 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Scoper View Post
But yeahhh, really cool idea.
Was just throwing out numbers while building the basis of the idea. Price scaling can work any way, but maxing out full turret slots should be significantly costly.

I really 100% agree with preset turret points where they can be built, that would clear all the precautions I thought of and probably make the limitations much easier, then people actually have to destroy existing turrets to place their own. And it would be more logical with the whole 'power supply' concept of owning the base.

Could cost the player 5/10 personal points to place the turret. Additional people grabbing it could reduce the construction/arm time by a second per grab or something. They could then grant kills specifically to the owner/player who placed it.
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Old 02-19-2014, 10:54 PM
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Quote:
Originally Posted by Supaman771 View Post

Could cost the player 5/10 personal points to place the turret. Additional people grabbing it could reduce the construction/arm time by a second per grab or something. They could then grant kills specifically to the owner/player who placed it.
The personal point cost idea was what I was going to say originally as well, but I came to dislike the concept. I dunno, it just felt to me that using points was worse than using money.
Now that I think about it though, all I -do- use the points for is a direct exchange to money, and using points would ensure that the players are actually raiding and not just rich (QQ Zephlyn Family), so maybe that is the best way to go about it.
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  #6  
Old 02-20-2014, 02:45 AM
Tim_Rocks Tim_Rocks is offline
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Quote:
Originally Posted by Supaman771 View Post
Rogue Says:
Let them be a gang unlock (for the gang itself), scaling price for additional turret slots, something like: 5k then 10k then 15k points, up to 5 turret slots. (it would be 75k for a full 5 slots)

Once a gang captures a base, gang members can then place turrets down within those base levels. It would take 60-120 seconds to arm the turret, during which time they are 'inactive' and can be broken (more info on 'inactive' below).

They would obviously work as you suggested: 5-7 damage (could be random), maybe a 100-200 clip with a long cool-down time, perhaps a chance to jam or can be disabled temporarily (other down times) if hit by explosives/grenades. No team-killing, that's silly; but make the kills work like explosives -- giving it to the last person to damage that player (so they don't suicide on turrets).

Another gang taking control of the base will power them down, rendering them 'inactive' and letting them be broken - while 'inactive' turrets don't fire and have 500hp. If broken a turret will then lock one of the gangs turret slots for 10-15 minutes while it is repaired (could award a point or 2 for destroying a turret). Recapturing the base will enable them again, etc.

The owning gang members could recall 'active' turrets by grabbing/holding them for 10 seconds. Recalled turrets instantly open another turret slot for use.

Maybe make them dontblock; as well as a precaution to door/path blocking. Other precautions could be giving them a radius to build in (so you can't stack them/put them all in a corner).

This whole concept makes them basically mini-objectives, players can disable and destroy while others will want to protect them during 'inactive' times. Also another dimension to capturing/owning bases.

Thoughts?
I like the ideas, I will get around to adding them later on. I would also like other ideas for these "mini games" for gangs. The idea of putting something together and using it as a weapon always sounded fun to me.
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  #7  
Old 02-25-2014, 03:32 AM
Zongui Zongui is offline
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don't know what is going on with graal right now, but is affecting era. pretty much low all the time. didn't even have enough members for gang events on sunday, so it was cancelled.
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  #8  
Old 02-20-2014, 01:38 AM
shrimps shrimps is offline
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Could change the gang bases so there's only one open at a time, the "active base" is actually the only one active, that way you have to go to that base instead of always BH.

Also problem the problem seems to be a small playercount and many gangs, which is kind of just the old party system again just more fancy.
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  #9  
Old 02-20-2014, 01:57 AM
Kohola_KinG Kohola_KinG is offline
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Quote:
Originally Posted by shrimps View Post
Could change the gang bases so there's only one open at a time, the "active base" is actually the only one active, that way you have to go to that base instead of always BH.

Also problem the problem seems to be a small playercount and many gangs, which is kind of just the old party system again just more fancy.
I have thought of that but then it comes back to the point i made before that people aren't raiding i don't think closing all the other bases and keeping one open will change anything. It would only be a good idea if people were raiding.

Small player count is also a factor, yes.

Yeah, like i said the current gang system is thinned out. To many people spread out and when there is a raid and you are vs another gang, you're only raiding against 1-2 people. How is that a gang? xD
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  #10  
Old 02-23-2014, 12:32 PM
Eclipse Eclipse is offline
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And before your ******* comes to swoop in and be an internet hero saying how much money u make and how hot ur girlfriend is and how much fun you have in "life"......we don't give a ****.
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  #11  
Old 02-23-2014, 02:00 PM
Kohola_KinG Kohola_KinG is offline
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I don't need to say anything. Just look at the aggression coming from you. Why so mad bro? Also coming from somebody who has 9/10k hours playing time. Smh.

Anyways.
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  #12  
Old 02-23-2014, 10:25 PM
Tim_Rocks Tim_Rocks is offline
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And before your ******* comes to swoop in and be an internet hero saying how much money u make and how hot ur girlfriend is and how much fun you have in "life"......we don't give a ****.
Oh man my sides hurt from all the laughing.
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  #13  
Old 02-25-2014, 08:56 AM
ilovegirlzz ilovegirlzz is offline
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make me manager and i'll have this server back on the map.
gotta run the game like america if you wanna be on top and the best part about it is no cyber debt...well my time would be....nvm i resign as your future manager before that happens...im glad you all understand
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  #14  
Old 02-25-2014, 06:19 PM
shrimps shrimps is offline
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No, having you as a manager wont matter. It doesn't matter who the manager is, it's about what the ownership can do change payment systems, or advertising.
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  #15  
Old 02-27-2014, 02:21 AM
ilovegirlzz ilovegirlzz is offline
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They're going to put on a buttload of ads on pc graal...
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