04-02-2020
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Registered User
Join Date: Jan 2017
Location: Trade House
Posts: 11
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I do not agree with your statement about the current Basing System! Why? Because first of all I want to make clear every gang has a chance to own a base but if they attack all gangs that are currently on the map what are they gonna expect? of course they would become enemies and to kill enemies easier we make allies so why you guys make so much enemies you should rather just focus on one base and try ur hardest... The second thing is allies doesnt matter if we go back 2months we know the 2 gangs made an alliance to stand against 4 allies that tried to kill their gang and in the end they won the war against them so dont say its impossible to out run the alliance of some guilds. Your solution is to close 2 bases and make a rotation but In my opinion that wouldnt be a good Idea because then the allies will just keep ruling the bases. Also making only 3 bases available then the new gangs would have absolutely zero chances against the gangs that are already basing. Dont think the basing system is broken if u have no experience how to lead a gang(Do not take this Personally) |
04-02-2020
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Registered User
Join Date: Dec 2018
Posts: 19
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I’m not sure I understood what you said BUT it sounds like you’re advocating for alliances. You are wrong. Check the map right now... I was wrong earlier and realized that 4 of the gangs holding a base are allied. If you do the math real quick (I know you love math; 4/5 = 80% of the bases are controlled by the same people.) Don’t take this personal but gangs like Vence and Aorus are greedy trying to control all the bases in West. No **** it’s easy to base when you have 100+ members on your side. |
04-02-2020
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xoxo fan
Join Date: Dec 2015
Location: I like men
Posts: 209
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04-02-2020
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Registered User
Join Date: Jul 2015
Location: Chewbaccastan
Posts: 1,013
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I was the one that came up with base rotations before and I do agree that there is a problem right now with the alliances but i do not believe closing bases is the answer. Base rotations do not stop alliances kawu and silence proofed that to everyone the first time this was tried. x.x
Last edited by TomatoPanda; 04-02-2020 at 11:20 PM.
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04-02-2020
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Registered User
Join Date: Jul 2015
Location: Chewbaccastan
Posts: 1,013
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Tomatos Gang/Basing System Ideas
My Gang/Basing System Idea So I finally took the time to think of ways of how to fix a lot of problems with basing right now on Ol'West. I believe I have finally after 3-4 years of thinking, have found some solutions. If you see any flaws/problems that could come from this please post so i can try to figure something to fix that. Gang Related First things first for any of this to work there needs to be an option for leaders of gangs in the gang profile to set the gang they own as "Active" or "Inactive". If the gang is set to "Active" then members of that basing gang will be able to attack vaults in bases when they have the tag set. If the gang is set to "Inactive" gang members will do no damage to the bases when they attack it. If the leader of a gang sets the gang as "Inactive" he/she would not be able to set it as "Active" for "x" amount of days. I recommend at least 2 weeks for "x". Players under my system would only be aloud to be in 1 "Active" basing gang at a time and if they leave or if their kicked from that roster they would have to wait "y" hours before their able to join a different "Active" basing gang. I recommend "y" being around 6-24 hours. This is to prevent gang hopping from alliances and it forces the players to stick to one basing gang or having to go through this penalty. Now since theres a penalty for being kicked you would have to make gang rosters able to hold 80-100 players but only allow 25 of those members at a time able to set tag like nomal. There would have to be a new power that leaders could give to members (Leads) that allows them to unset other peoples tags in the gang. Kicking and recruiting would happen a lot less under my system and this would all prevent gang hopping and make it very difficult for gangs to merge together to fight another (Alliances). Allying would need to be removed and it wouldnt be needed anymore anyway since sub tags would not be needed anymore with the 80-100 player rosters. The big problem solved with this is gang hopping/makes it more difficult to have alliances. Related to Bases The next major problem with basing at the moment is that its very difficult for players that have not been around for a long time to get into basing. The changes i would make to bases would be to make a base rotation but instead of closing bases like we tried in the past and it didnt help with anything these bases would rotate from only allowing Gralat weapons (except lottery and auction) to be used and allowing all weapons (GP, HS, Lottery, Pk, Spar weapons) to be used. The main problems for new gangs right now is that the current gangs have almost all the players with tier 4, tier 5 weapons on the server. This makes it very hard for new players to base even if their using a .45. Having bases rotate from "Gralat Weapons Only" to "All Weapons Allowed" every 4 hours would give these new gangs and players bases their able to go to try taking and have a more fair chance till they grow enough to where their able to compete in the "All Weapons Allowed" bases. This would help new gangs grow overtime and it would be fun for a lot of people.What you guys think? |