Author Topic: [ Hosting ] Base Raiders Plus  (Read 4364 times)

a way to even out the power discontinuity between poor and rich gangs is to offer things only available if you are poor - one (possibly bad) example could be one free c4 at the beginning of every fight phase that doesnt drop on death. that gives poor players a slight advantage in besieging well-fortified gangs (esp if they work together, even as separate gangs or maybe even specifically so) and forces those powerful gangs to spend money on repairs and/or stay alert to repel the pesky proletariats

another idea is to have a beggars shop that only poor people can purchase weapons through, or their first spawned single weapon that is less than $8000 is free, once a build phase.
« Last Edit: June 19, 2017, 05:19:27 PM by Conan »

ive got no problem with cosmetic rewards but youd presumably have to adjust token earning criteria depending on what system you end up doing
So, how would you suggest calculating who's the 'winner'?

So, how would you suggest calculating who's the 'winner'?
https://forum.blockland.us/index.php?topic=309397.0

the winner is the gang that holds a percent of printers after a certain amount of time, prreumably one lengthy enough to allow players to exhaust all of their options. you can presumably award winners with tokens

https://forum.blockland.us/index.php?topic=309397.0

the winner is the gang that holds a percent of printers after a certain amount of time, prreumably one lengthy enough to allow players to exhaust all of their options. you can presumably award winners with tokens
Eh, I'd rather not have a 'win condition'. I'd much rather go with something like Conan said

Eh, I'd rather not have a 'win condition'. I'd much rather go with something like Conan said
you can try but youll have to be wary about a potential scenario where placing printers and holding a base is less efficient than relying on poverty prevention measures

Melee Sentry.

Explain.

base raiders is still inherently flawed in some of its base mechanics
you lose everything but the cash you have on you when someone breaks into your base, meaning that people with nothing can't get started if someone repeatedly finds their stuff and breaks it because they have no cash to buy weapons
dragonoid just says "play better" but there's no incentive to get better at the game when others are stomping on you and destroying all your progress purely because they got set up first

also the butterfly knife is OP because it's one-hit-kill, one person who had $300 bought a knife and wrecked two other people who only had bats because they bought printers, which is the point of the game. It's instant kill and too easily available.

base raiders is still inherently flawed in some of its base mechanics
you lose everything but the cash you have on you when someone breaks into your base, meaning that people with nothing can't get started if someone repeatedly finds their stuff and breaks it because they have no cash to buy weapons
dragonoid just says "play better" but there's no incentive to get better at the game when others are stomping on you and destroying all your progress purely because they got set up first

also the butterfly knife is OP because it's one-hit-kill, one person who had $300 bought a knife and wrecked two other people who only had bats because they bought printers, which is the point of the game. It's instant kill and too easily available.
without the bknife poor people have no way to fight against rich dudes. making it expensive and limiting it to rich dudes only makes the power gap bigger. removing it removes melee fighting from viable methods to fight unless other strong melee weapons that kill quick with decent range exist, like the default sword.

also its not terribly hard to save up $300, ususally you shouldnt invest in auto printers until you got enough cash in the bank to protect whatever you have.

you can try but youll have to be wary about a potential scenario where placing printers and holding a base is less efficient than relying on poverty prevention measures
this is true which is why i think out of all the options i mentioned spawning with an undroppable c4 is the best one. it has limited function, doesnt make freshly spawned people really good at fighting, and with a big enough group of angry mobsters they can slowly but surely whittle down a big gang if they aren't constantly vigilant.

what i like about that scenario is that it feels good for poor people without making rich people feel like they're getting cheated by making money. personally id draw the line between poor and rich at $8k per gang member collectively within the gang. makes it a reliable way for smaller gangs to start planning the demise of bigger ones without buffing people who dont need it as much, and also subtly encourages people to hover at the small gang line before going big, giving enemy gangs a chance to see them build up defenses and raid them before they go big.
« Last Edit: June 19, 2017, 09:58:13 PM by Conan »

Some updates n stuff added to 2nd post on topic.

wait why is ion cannon there? dahell? 100k? and a little submachine gun is 1.2k? How long do you have to wait to get an SMG? a minute? Wait for a little bit and then all of a sudden you have an ion cannon to kill everyone on the map?

wait why is ion cannon there? dahell? 100k? and a little submachine gun is 1.2k? How long do you have to wait to get an SMG? a minute? Wait for a little bit and then all of a sudden you have an ion cannon to kill everyone on the map?
You're very wrong if you think it's easy to get 100k