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Messages - Salvick

#16
Hi Lurler. This looks great.

Here are my humble opinions I would like to bring in:

- Open factions auto-kick rule:

Wouldn't the "abusers auto-kick" rule might lead to unexpected kicks of players who may be mistakenly killing allies? Maybe it could be better if it has a 3 strikes rule with some warnings so the players are aware of what are they doing wrong.

Specially because an open faction would attract mostly newbies which I believe is the main goal of having an open faction.

Some of us would like to have this chance to introduce new players and train them in the basics of the game and would be a shame to randomly lost them before they learn what are they supposed to do.

Faction Alliances:

Allied factions should have the option, if both sides agree, to show up their members in the map. Maybe captured resources could show the faction flag in the map as well so we can have a glance of resources domination/spreading.

I'm not sure about friendly-fire toggling from the factions menu too but maybe for community servers this could be a nice option to have if someone choose to have FF fixed on or off for alliances.


- Admin/Officers roles and abilities:

I'd keep the faction description edit available only for the admin/creator of said faction, it happened in other games I played that officers some times feels that having an ability to edit our logos and description meant that they were expected to put whatever they want there without even asking.

I'd also restrict the role assignment, if an officer can set other players as officers kicking players from the faction is too much power and any officer assigning this role to other players without knowing if the admin/creator approve it could allow to some abuses such as someone kicking everyone from the faction.

Declaring war also might be a sensible factor, probably without the admin online a declaration of war could require at least 2 or 3 officers agreement. Even better if the admin could set the rule of how many officers are needed to approve a declaration of war or simply add the option to assign said ability to specific officers so we know who are we allowing to do that.

Adding to this I'd suggest if it is possible to have more roles, maybe a Commander role who is allowed to declare war and some other settings above officers and a Recruiter role below the officers who are players able to approve faction applications without any other abilities. Then the Commanders could also assign the Officer role while the Officers would be able to assign Recruiters as well.


Faction Size:

I'd say it should allow large groups but imagining a 200 slots server with a faction size of 50 it could lead to less factions to choose from if 3 or 4 factions manage to gather the majority of its players, instead, something between 20 to 30 players might fit better with how the servers are currently working in these regards when we look the party alliance that usually happens in the most popular servers.


Additional comments:

I'd like to ask or just suggest if there could be a lobby chat to check our online players within our faction and if it will work among different servers preserving our faction belonging globally.

Also I'm curious about this "faction flag" thingy and if it could be possible to have a set of decals to choose from and edit a custom flag/logo. Maybe 3 or 4 layers with just a few decals is more than enough. Having this logo showing in our shirts would be awesome.

We also need map markers for faction members and allied factions, if so, then allies markers should be shared only between high rank members and then they choose if notify the rest of the group or not.

#17
Mods / Re: [Client+Server]MogiMod
July 04, 2020, 06:41:39 PM
This looks nice and is indeed the first server+client mod I'm tempted to use. I'll indeed going to try it out and let you know, and ofc if I gather a few players I'll let you know so you can join us.

Thanks for sharing, nice work so far!
#18
Hello guys, I've been reading this thread and wanted to weight in with something I thought of.

The tag idea sounds like is gonna work very well but the first question that came to my mind was: Could someone "tag" stuff while letting the other players finish the job and then take some of the loot? Does the tagging method prioritize amount of damage done by each player or something like that?

Then I had another though of how some games works in regards of shared loot when it is a cooperative game and the solution usually is to let every player get the loot independently of the others. Like in Borderlandsm Dying Light and such games where everyone gets something from a crate as it is available for each player disregarding if someone else took the loot from it.

I see the problem being the respawn timers that could unsync making a crate visible for some players and not visible for some others but I'm not sure if that's a significant problem.
#19

Stage 4


Briefing:

Team A: The crate with the explosives had a special device that triggered a signal with the location of the antenna they were using to communicate with the alien base. LetΓÇÖs find the antenna and install a virus into their network to ensure no more evil plans from the aliens will be made on this planet, youΓÇÖre going to need the decryption device to install the virus on a terminal which would take up to 1 minute.
Go to the marked spot in your map and be careful, this provided the coordinates to both teams so hurry up before the opposition contacts with the alien base themselves. You have 5 minutes before the hardware of the antenna triggers the self-destruction protocols and the virus will never reach their network.

Team B: The rescue team found the explosives and now are heading to the secret antenna we use to communicate with our allies. Your map is updated with the location of the antenna so go there and use the decryption protocols provided to establish contact with our alien base and soon weΓÇÖll have new plans to assign a new mission someday. It takes a while to setup the codified frequencies so be aware of any incoming attacks from the opposite team while you get it done. We are leaving this planet now but you have 5 minutes before the hardware activates the self-destruction protocols, if that happens youΓÇÖll be unable to contact with us and thereΓÇÖll be no way to give you the promised payment.


Triggers:

The last stage location is marked on map as a small area to search for the mission objective.

A small tower antenna or radar spawned with a two-colored bar that the players must fill up by standing close to the antenna to install the virus or decrypt the communication protocols according to the assigned task.

The timer is set for the current stage.


If Team A: installs the virus on the antenna Team A wins the mission and receive a reward. Mission is over for both teams if the time is over.

If Team B: establish contact with the alien base the next stage will start updating the objectives and mission briefing. Mission is over for both teams if the time is over.



Stage 5 ΓÇô Final Stage


Briefing:

Team A: The opposite team managed to contact with the aliens and now they are waiting for instructions and a reward drop. We couldnΓÇÖt accomplish the secondary mission but at least we are able to stop them from getting their reward and keep it for ourselves. Hold the area and capture the rewards.

Team B: Now that we are in contact weΓÇÖll be able to arrange new plans soon. But these stubborn humans insist on get in our way and now they are planning to take your payment out of your hands. Hold the area and capture your reward before the opposite teams does.


Triggers:

A small circle on a neutral color will spawn along with two progression bars on top of the screen representing the capturing points for each team.

When a player remains inside the circle it takes 10 seconds to convert the neutral state of the circle to the color of the team capturing it.

Once captured the progression bar will start accumulating points for the current team holding the area.

The first team to full fill the capturing points bar wins.

The timer will be set for the current stage and the team with the highest capturing points scored when the time is over will win.



Additional notes:

This idea is based on different games I played and particularly one where different players on a open world environment are assigned to teamed missions in the way I'm describing here.

There are several alternatives for the final stage such as: Death-Match - Teamed Death-Match - VIP survival - VIP extraction - Capture the Area - Item Hold - Bomb Defuse, and a few others.

The stage briefings are just to provide some immersion to the given tasks.

The proposed rewards, stage timers, and everything stated here are just suggested ideas and I want to state that I'm not expecting any feedback but just wanted to drop this in case it might be considered a feasible and good idea that could some day be implemented in a way that fits with the game design as Lurler conceived it.

Thanks for reading,
regards!
#20

Space Commander Rescue.

Mission type: Versus
Stages: 5
Final Stage:  Capture the area
Main Rewards: Plasma Weapons + Assault Armor (for each member of the team)
Secondary/Optional Rewards: T3 Weapons, Ammo, Large Power Banks, Empty Reactors, Electronic/Hi-Tech/Optical comps, Explosives.



Stage 1


Briefing:

Team A ΓÇô Reporting to human faction.
It was reported that a spaceship crash occurred and the scanners detected life signals. Hurry up and arrive the site to search for survivors. They might still have valuable information about the alien technologies they discovered during their mission. Locate the Commander of the spaceship and rescue him to recover the data logs he might have.

Team B: Reporting to alien faction.
A team has been deployed to rescue the Commander of the ship we just destroyed, we were unable to recover the data logs he stole from us. Go there and stop the deployed team from gathering any info until we arrive.


Objectives:

Team A: Search the area and locate the crash site, once you find the Commander attempt any CPR if needed and follow his instructions. You have 5 minutes from the moment you arrive the mission zone before the aliens arrive the area and destroy the remaining of the Spaceship.


Team B: Arrives to the crash site and stop anyone from finding any survivors. You have 5 minutes from the moment the other team arrives the mission zone till the aliens arrive the area and pay you with the promised reward.


Triggers:

A crash site spawns and the area is marked on map for both teams. There is a crashed spaceship and 2 or 3 bodies of the spaceship crew and the commander are spread in the surroundings.

The timer starts when someone from the Team A reaches the mission area, though they have a limited time to reach the zone before they lose.

No information about the participating teams is given until the stage 1 starts.


If Team A: Identifies the Commander among the survivors he will tell them where the data logs are and the map area marker will be updated with the exact location of three items, he will also provide a portable device that the Team A must keep with them as it will be used to hack the encrypted data . Stage 1 will be completed and the timer and briefing will be updated for the next stage. If time is over Team A will lose the mission.

If Team B: Stops the rescue team from reaching the commander the mission is over and the Team B wins.



Stage 2


Briefing:

Team A: The Commander provided the exact location of three data logs stolen from the aliens and gave you a special device to hack the encrypted data. Hurry up and hack the digital notepads to retrieve the data, we managed to disrupt the radars of the aliens and gained some extra time before they find you. Do not lose the decryption device, youΓÇÖre going to need it!


Team B: The humans have found that bastard Commander and he might have gave them the hacking device he was using to access the data in the stolen digital notepads. Our radars are failing and we are unable to trace the path to the location until we fix it. Use the decryption protocols we are providing you to gather all the information from the data logs before the humans does at any cost! If they lose the decrypting device you could gain some time, keep an eye out.


Objectives:

Team A: reach the marked positions on the map and hack the data logs, it takes 1 minute each one so you can split up or remain together to defend from the opposite team. You have 6 minutes till the aliens arrives the area and destroy everything. Someone on the team must have the decryption device provided by the commander so the team is able to hack the devices.

Team B: reach the marked positions on the map and decrypt the data logs, it takes 1 minute each one so you can split up or remain together to defend from the opposite team. You have 6 minutes before the aliens arrive and finish the job themselves, leaving you with no payment for an unaccomplished task.


Triggers:

Within the current area now the big marked zone disappears and 3 new small spots are marked on map indicating where the mission items are located.

A new mission item, ΓÇ£decryption deviceΓÇ¥ is provided to the inventory of the player from the Team A that reached the commander. If the player dies the decryption device is dropped but only the members from the Team A can take it back. Team B could spot it on the floor and attempt to stop the Team A from recovering it.

The 3 data logs are static objects that the players must hack similar to how the Space Debris works, standing close to it for the time it takes to finish the task.

The timer is now set for the current stage.


If Team A: completes the data retrieval from the 3 data logs the obtained information will prompt the team to the next stage, updating the mission briefing and timer. The data logs will also provide the Team A with 4 locations of hidden crates with ammo and guns that the aliens were holding for a special mission they were preparing. If the time is over both teams will lose the mission.

If Team B: completes the data retrieval from the 3 data logs the obtained information will prompt the team to the next stage, updating the mission briefing and timer. The data logs will also provide the Team B with 4 locations of hidden crates with ammo and guns that the aliens were holding for a special mission they were preparing. If the time is over both teams will lose the mission.



Stage 3


Briefing:

Team A: The retrieved info from the data logs revealed a plan of the aliens to sabotage a humanΓÇÖs base on this planet. They had a special loot with guns and ammo prepared for a squad assigned to this mission that you can get for yourself now. The locations are marked in your map, sadly there is a fourth data log missing which contained the exact location of the explosives, but you still have valuable information on the area where the explosives might be. Hurry up and search the area before the aliens find you, they are getting closer and could arrive in 6 minutes!

Team B: The retrieved info from the data logs showed up that the humans revealed a plan to sabotage a base on this planet. The special loot with guns and ammo prepared for a squad assigned to this mission is now available for you and marks were added in your map. They also got enough info about the explosives and are now heading to the new location updated in your map to find these. Hurry up and stop them from getting the explosives until the aliens arrive the area. ETA is 6 minutes. Over.


Objectives:

Team A: Search in the marked area for a crate with explosives, there might be other crates that if you find them youΓÇÖre allowed to keep whatever you find there but if you canΓÇÖt find the explosives in 6 minutes weΓÇÖll be unable to hold back the aliens anymore and theyΓÇÖll destroy your team and any evidence of their plans. Expect hostile opposition.

Team B: Search the team deployed by the humans in the marked area, they are searching for a crate with explosives but if you look around there might be other crates with valuable loot that you can keep for yourself. The location of the explosives is still unknown because only the leader of the squad knew it and he is missing or probably dead. Eliminate any hostiles on sight, will take 6 minutes for the aliens to arrive the area and pay you with the promised reward.


Triggers:

4 crates will spawn and their location will be marked in the map on a secondary color as these are optional items the players can earn if they choose to search for these. Ammo and T3 weapons might be inside along with some small amount of resources such as electronic components, high tech comps, optical comps, etc.

The new area of the mission is also marked on the map now, it is a new location nearby the first stage zone.

A 5th crate along the other four is also spawned which contains the mission objective explosives, this crate remains locked for the Team B while it also looks exactly the same as the other four crates.

The timer is set for the current stage now.


If team A: finds the explosives the mission stage is over and and the mission briefing will be updated with the next objective. All the loot and explosives taken will be held by the players unless they die and drop it, the mission crates will remain available in case the players choose to put their loot inside a crate as a tactical choice. If the time is over the Team A will lose the mission.

If TeamB: stops the opposite team from retrieving the explosives until the time is over Team B will win the mission.  If anyone from the Team B finds the additional crates with guns and ammo they can also take them but the crate with explosives remains locked as it is meant for the Team A to find it. If the time is over the Team B will win the mission.


...continues...
#21
Hello Lurler and ai_enabled.

I've been working on a mission design I'd like to bring here for you to consider.

This might not be the most professional presentation of a game mode design and I might be missing some details but I think is enough to illustrate the idea and, if something such like this is ever considered, I'm quite confident you guys will make it just as perfect as possible with your expertise.


CryoFall PvP Missions



Concept:

The players will have an option to toggle their state to ΓÇ£readyΓÇ¥ or ΓÇ£not readyΓÇ¥ in order to be able to get into a mission.

The server will trigger different missions in any moment that could occur in any area of the map and even several missions can be running at the same time.

When a mission is triggered the server will search for players that are ready on a queue and according to their distance with the mission area two groups will be arranged, either if they are on a team or playing solo, everyone could be randomly picked.

In order to avoid solo and low tier players matched against large pre-made groups there should be an option to check if you are open for team alliances, if it is unchecked then youΓÇÖll have reduced chances of getting matched against a team conformed of players from the same party.

The players on the mission cannot be damaged by players outside the mission and neither can they do any damage to others.

If a raid starts at the base of any player that is on a mission theyΓÇÖll be prompted to abandon the mission which if they accept will trigger a timer to be removed from the team. The mission could then start to search for another player to join the team.


Functionalities:

The ΓÇ£ready for missionΓÇ¥ status will come along with a few messages to explain the player that he is now available for missions and that they should remain close to their base in order to drop their loot if they are deployed into action.

Once the mission starts the player will access an additional menu window, like the Diplomacy or Social ones, where theyΓÇÖll be able to check the names of the participants, the title of the mission, the scores, k/d ratios, stage and time remaining.

Each stage briefing will be also displayed for the participants.

Players on a mission have a dedicated #team chat channel for the team members.

The player respawn zones during a mission are automatically assigned as a ring surrounding the mission area for fast deploying when respawning.

Players respawn with full health and ΓÇ£tiredΓÇ¥ debuff is also disabled during the mission.

When a player on mission dies they keep their guns, ammo and consumables such as medicine, food and water but the rest of the loot is dropped for other players to pick it up. This is to ensure that the playerΓÇÖs interactions are focused on the PvP engagement and the mission tasks.


Rewards:

Each mission itself would have a chance of dropping a special loot, similar to the Space Debris event, when finished. Also during the mission thereΓÇÖll be tasks assigned that could request a team to hack, force or find a crate or such which would have along with the mission items some looting that the players will keep at the end.

The scoreboard will list the total amount of LP the players are earning during the mission and their k/d ratios. The top 3 k/d will earn an additional amount of LP.

The winning team will earn a special reward such as full armor sets, weapons and such.

There will also be some random resources and the top scores will have increased chances of getting more valuable stuff.


Scoreboard:

Along with the scoreboard that each player can access during the match each player gets a ΓÇ£mission endingΓÇ¥ pop-up window at the end of the mission to show a resumed detail of the total score and prizes they earned.

The regular scoreboard will be updated in real time to reflect the mission progress.






Let's move to the next post to see how a mission would be:





#22
Bug reports / Re: Colliders
June 15, 2020, 10:42:55 AM
I'm glad it helps, thank you indeed guys.

Reconsidering the ones about the green barrels, I'm not sure if these are meant to block the way vertically as they do horizontally but I believe it actually serves a purpose with the way it blocks when placed in either direction. But that's up to you ofc.

Thanks.
#23
Bug reports / Colliders
June 14, 2020, 02:43:14 PM
Hello Lurler and ai_enabled,

Edit: Sorry for posting this in the bugs report section as I didn't know where else this could belong.

I was wondering if some colliders might need some rework unless these are meant to work this way, but if it is welcomed I'm going to post some screenshots of where I've found some issues moving around objects in a new map I'm attempting to design from scratch.

While some of these might not represent an actual issue I'm posting a few that I believe could allow some better circulation around and between these:


1] Barriers. Though I'd rather use the barriers to block the way as it is actually working I think I could bring this particular situation where it doesn't allow a consistent positioning when interacting with other buildings:



Here is an example of the asymmetry when using the barriers this way which is why I would like to have the vertically-flipped version or either a centered one for aesthetic purposes:




2] Crates Pile. Here I think it could allow to walk around when placed close to a wall this way. But that might be also related to the walls as I'll show in the next pictures below this one:




3] Ruins Walls. I found what might be a bit inconsistent, in my opinion it could be nice to have the rest of the walls with the small collider as in the junctions and corners so you can sort of hide a little bit behind these:






4] Flowerbed. As shown in this picture, this could be more a thing of the Construction Blocks object than the flowerbed but since this position of these items allows circulation in the top side I thought it could be considered for improved circulation either adjusting the bottom of the blocks or the top of the flowerbed:



If the flowerbed would allow walking between the top side and a building could be nice:




5] Pool. The bottom pieces and probably also the laterals seems to have a wide space before reaching the actual border, this also stopped me from placing other items in the next tile below a pool as I'll show you in the other image below this one:




6] Barrels. Here I think we have a set of items that combined with the barrels are blocking the path but although I've been bringing these other items in the previous images it looks like the wooden pallet in the base of the barrels is drawn in a way that could make sense if the collider box is reduced slightly, allowing finally to gain circulation around a bunch of different objects:









I hope this helps a bit to improve these items and I'll keep an eye for anything else I found to update this post some other time if needed.

I'm attempting some complex locations for a map design and sorting all these items in different ways allows for wider creativity when it comes to give better immersion to the map I'm working on.

Regards!
#24
Yeah, combat right now, imho, offers too little alternatives once you reach the higher tiers, I mean no one is using the lower tier weapons against T4 ones, unless they run short of resources, which usually leads to stick with the T4 gear most of the time.


Have you maybe thought of any weapon mods? I'm thinking, what if T3 technologies allow for some mods for T2 guns, like an extended magazine for the Machine Pistol, improved rifling barrel for the Luger providing some extra range, then at T4 you get mods for the T3 weapons like a fast reload mod that shorten your magazine size or a cooling jacket that provides higher rate of fire for some of the 10mm guns and so on.

I imagine something that would just balance lower tier guns up to match them with the higher tier guns aiming to provide more variety of play styles that still challenge the most powerful guns. Might be really hard to do this but I just wanted to drop these ideas.

Then the shield and force field could fit better when it comes to team work.


It is great to read that you had actually been thinking of something like this and I hope to see what would you come out with some day.


Thanks for the reply Lurler.
#25
Hello guys. We've been talking about an idea with some players on my team and I wanted to drop it here to see if someone else contributes to elaborate this concept.

Personal Force Field / Tactical Shield



Personal Force Field would be a new implant that allows the player to get protection to either push forward or run away without taking damage in combat for the time it is enabled but it makes you lose your ability to use any weapons. You toggle the force field the same way as the helmet light and it has a slow cooldown between activations. Also if it gets destroyed it will burst a small energy field that will damage you and any nearby players and creatures.

The idea is that a player could act as protection for the team to reach better ranges when willing to use heavier and faster guns than the sniper or survive for a while when dropped out of the mech and such..

Its power source should be the power bank although this "force filed" could add a new portable power source based on pragmium, similar to the core reactors, that could also be used for the plasma guns and other stuff too.



Tactical Shield is an item that allows the player to move towards the line of fire absorbing any possible damage from impacts and energy weapons but not from explosions, however, the kinetic impacts will slow down the player that is holding the shield while it still provides protection against piercing ammo .

It is cheaper to make than the force field, hence it is a lower tier alternative, and it doesn't do any damage when it is destroyed. Can be dropped at any moment and its health points are lower than the force field.

It should be relatively weak, you can't use any weapons when carrying the Tactical Shield although you can switch to it slightly quick from your quick-access bar and the stamina should also be reduced faster by the impact of its weight.

I can imagine some situations where you pull the Tactical Shield but your opposition slows you down by the impacts of their guns giving them time to run away while also providing more defensive uses when covering a team mate placing bombs or building a Li/Oil Extractor.

Also the slowing down function could be accumulative, let's say 1 impact = 0.25 secs of effect so a shotgun in example would make the effect last longer or instead of making it relative to amount of impacts make it work in relation to damage.



Hope you guys likes this idea besides if it is even possible and I hope to read some suggestions and opinions on how this would work, or fail, and how to improve it.

Regards,
Sal.

#26
Mods / Re: [Client+Server] [WIP] Outer Rim
May 12, 2020, 03:46:39 PM
This one looks interesting. I'll definitely give it a try on a custom server if you ever release it. Keep it up bud.
#27
Ideas and suggestions / Re: Trading
May 11, 2020, 08:47:22 PM
Hi guys, great ideas here and it is nice to see what is being planned to add it to the game soon.

I was just thinking about making the trading post visible on map as an option, so if someone choose to keep the trading post hidden from the map and arrange his trades privately we could provide the map coordinates or such like that instead.

I came with this idea basically because I was experimenting with some structures in the map editor and added a bunch of trading posts that ended up being a bit annoying in the map but I'm not sure if anyone else would like this idea.

There goes my two cents. Regards everyone!
#28
Hello everyone. I've been thinking of a few things I feel were missing when managing teams ingame.

I suggested this on Discord but here I can go a bit more detailed so what I think is that we could have two separated systems, one of them based in the ingame functionalities for a current party on a given server and clan features that allows to gather plenty of people in your guild with its own functionalities that could go further than just in a particular server.

What I suggest is allowing the creation of a clan that will register every player that joins the clan into some sort of "friends list" that is consistent through servers and for all the members of the clan. Let's say you open the game and you can check how many of your clan members are playing, in which servers they are and even join them straight from there showing also unlisted servers they might be playing on, also you should be able to use the chat before joining a server to arrange the teams and have this clan chat also available when you're ingame to give advice to your clannies in other servers when you need them come to defend your fortress or have a fight.

I'll list down some features and would love to have the opinions of other players about these to know which ones would work better for clan or just for the teaming system.



  • Ability to transfer leadership.

  • Assigning "officers" that are the only ones allowed to recruit and remove other members.

  • Team Alliances to make other teams or clans visible in the map but with no other functions.

  • Landclaimer and maybe also doors removal shouldn't be possible for other team members except officers.

  • Door-lock bypass for team leader.

  • Larger groups.

  • Clan chat from lobby.



Fundamentals:



  • Leadership status: Some times the leader/creator of the clan might have to leave the game for a while or we simply could want to transfer the ability to add/remove members to a player that is often more active.

  • Officers: Should have some limitations over the team tag, name and doors/claimers ownership changes while being the only ones allowed to recruit new players, probably both clan and party should have their individual "officer" rank. Clan Officer / Team Officer.

  • Alliances: Some teams might want to avoid fighting and help each other in PvP engagements while it could be a mess when you approach a conflict area without knowing your allies are already there. If you are going to be allies with other clans or teams, you could allow them to see your team in the map but not the landclaimers and also have a light-blue color for their names. This could work in one direction to save the need of having the other team to accept and making it easier to toggle it on and off for other purposes.

  • Landclaimer/doors limitations: To avoid inside jobs, betrayers and other potential conflicts only the officers and the clan/team leader should be able to dismantle claimers and doors. Officers should be included because it could happen that the door creator or the team leader goes offline and they are recruiting new players that they might need to add to the list.

  • Door-lock bypass: With this ability the Team Leader would be able to enter a room and stock up other member's private chests with anything they'd need while avoiding anyone else from taking anything.

  • Larger groups: Groups of 10 doesn't really stop players from creating larger groups while medium/small groups might find trouble to retain these few extra players that might want to join when merging in example a team of 6 with another team of 5. I'm still not sure because I like the 10 members limit for teams but as we all have seen it really doesn't stop larger groups from cooperating and fight together.

  • Clan Chat: Joining the game and being able to communicate with all your friends/clan mates is a must, you could be able to check in which server are each one of them, join them or simply chat with them to arrange the teams. Also while you are in game you could be able to keep track of the clan chat as we've seen many times that some groups are jumping from one server to another looking to bring some players they teamed up with.

Adding to this, the Clan Tag should be obligatory in order to register the clan and no duplicated tags should be allowed, this is to help to avoid stalkers from faking a clan name and to allow newbies to identify players that are actually part of a clan as same as other clans and teams around.

If I think of something else I'll post later, I hope to see some other ideas or opinions from the other players around here regarding this.

Later!
Sal.-
#29
Nice stuff here Ava. I'm about to post some suggestions I have regarding team and clan features for base access and such, and some of these concerns regarding ownership and doors/landclaimer system is what I also observed it could be improved the way you suggested it.
#30
This is a great idea that will change the dynamic of the game and add a lot more of interest in live battles. I have mixed feelings about it if I think the disadvantages as a low tier player I currently am against bigger bases that I'd like to attempt to breach in when the owners are offline but I'll be unable to do then. But as it was mentioned that's just a lucky shot and the game shouldn't be based on lucky moves and should instead bring more tactically planned engagements.

Regarding turrets and defensive machinery I think it could provide a very strategic perspective of the base layout planning if it is properly balanced. I played a game where you were able to place only 4 turrets, so since it wasn't enough to cover the whole base you were always forced to consider which area you would like to secure while leaving some parts of your base totally exposed. This also gave you an indicator of where the good loot could be in a base while these turrets had no way to be destroyed without taking a lot of damage and die, specially if these were placed against iron-walls corners which were indestructible walls and was enough to securely guard your valuable gear with no worries for an offline raid.

I believe that the offline protection should last only for a couple of hours or a day as much, this is let's say from a business perspective where if you implement it as a partial protection then the players will have a reason to join the game in a regular basis which would help boost the game concurrence, if reactivating the SHIELD protection requires you to stay online for certain period of time it would also add a reason for them to stay online a little bit and engage in other activities including battles.

I'd add that it doesn't convince me the idea of allowing for a nearly-infinite offline protection since as the game provide a living world in regards of the map AI and particularly due to the amount of players joining and interacting between each other I'm wondering if in a 200 players server the offline protection wouldn't clog the map with a large amount of bases very close to each other that are now impossible to clear out or interact with them at all.

I hope my humble contribution is welcomed, this is a very interesting idea and I'll be looking forward to see the outcome of it.

Cheers,



Edit:

Talking about this with a few other players we play together they also proposed some sort of "revenge" system where if a player raided you then you could be able to by-pass their shield if you want to attack them within a couple of hours of the raid, I guess that should be only if they are online or even for a while if they go offline to avoid a hit-n-run tactic where a player raids a base and goes offline to activate the S.H.I.E.L.D. system calculating the raided player usual play times.