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Fifth Posted Feb 4, 2012, 5:39 am |
Some towns get scouted a lot, and some don't. Getting combat equipment from one town to another is a hassle, and sometimes, there's no one to scout with in the new town.
So here's an idea - Long Range Raiding. Essentially, what you're doing is travelling from Town A to Town B, scouting for enemies in Town B's area, and then travelling back. So the fuel cost is 120-150% a one-way trip - (50% of the way there, some hunting around, and 50% of the way back.) I see this as a good way to raid a town without sending vehicles there. Or a serious challenge for certain vets who haven't been challenged in a while. Want to do a raid from Badlands into Shantyville or Firelight? So you get a Long Range Raid together, make sure it has enough fuel tankers, and you hit 'go.' You get a chance of encounters on the way, one guaranteed encounter that's your 'main event,' and perhaps and encounter on the way back to your starting point. After each encounter, there's an option to return to your home base and check for a return - an army saying 'yeah, that's enough, let's head home.' I can see this being really useful for muscle scouters - a muscle squad with a fast sedan for a fuel tanker can evade most enemies on the way, do a quick assassination in the next town over, and then wait 5-6 hours for the cars and loot to come back. But I can see it being a nerve-biting experience, especially the ride back when the cars are low on ammo, but a bit more of a 'campaign' experience than the single-shot scouts we have right now. Just a thought... |
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*Bastille* Posted Feb 4, 2012, 6:52 am |
I like it... a tanker in there for fuel would help a lot. | ||
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*Bastille* Posted Feb 4, 2012, 1:21 pm |
EDIT: Sorry to throw this in there really fifth, not at all wanting to intrude on the suggestion, simply an invitation to try stuff out.
I sometimes do escort missions, be good to get a group together for these. Try to keep a running formation, maybe some light stuff on the flanks harassing chasers. |
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*goat starer* Posted Feb 4, 2012, 2:11 pm |
this is a groovy suggestion | ||
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*JeeTeeOh* Posted Feb 5, 2012, 3:38 am |
Long-range raiding. I like it. | ||
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Marrkos Posted Feb 5, 2012, 4:44 am |
Should the squad get 'stranded' at one of the intermediate towns if they don't have enough fuel to make it back to their origin point because they took too many loot cars, or the weight of the looted components changed their range significantly?
Should there be an indication somewhere in the process that this could happen? Perhaps a calculation of the range as each item is removed from the 'available loot' pane, or an 'in-transit' squad management page that allows reorganizing the occupants and salvage so that items (vehicles or components) can be 'jettisoned' to give the squad the range it needs to return. |
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Fifth Posted Feb 5, 2012, 5:04 am |
First off, you should only be able to Raid towns that you can travel to from the starting point - no raiding Firelight from SS. I guess, if you take loot, then the loots are assumed to have enough fuel to get some, just like a normal scout - no matter how far people scout, cars never break down or run out of gas on the way home. An 'in-transit' reorganization that allows the squad to pool ammo, tires and gangers in a way more organized than the Loot Screen would be nice, but I can see the code for that getting awful complicated. Maybe having the option to return to the target area town if they run low on fuel or lose fuel carriers. Though if you're raiding Firelight from Badlands, I imagine Firelight isn't going to be happy to see you. But for an SS-Elms scout, returning to Elms shouldn't be a problem for a Raider-hunting group. Perhaps they can be able to return to a camp along the route, as long as the squad owner is a member of that camp. I can see that causing a bit of drama with camp owners though. Darn, this is more complicated than I thought. |
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*Bastille* Posted Feb 5, 2012, 5:25 am |
I think the idea in itself is pretty sound... a little organizing but other than that, should be pretty simple. |