Darkwind - Viewing Topic: List For Goat
Welcome Guest! » Darkwind » DW: Scavenger » [Scav] Discussion » List For Goat

Pages: << prev 1, 2, 3, 4 next >> Reply to Topic Create New Topic Create New Poll
List For Goat
Gizmet
Gizmets Boyz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 91
Joined: Mar 18, 2013

Send an email to Gizmet Send a personal messsage to Gizmet Reply with a quote from this post Go to the top of the page

That would be cool.

I have no car with ammo for the guns, lets go outside the gates there are plenty of piles of junk lying around in the sand. The mechanic is there, just let us be able to do ped only scouts and have the enemy be creatures, NPC gangers on foot, Player gangers on foot, or a badly beaten up vehicle. I would be ALL for that.

It makes sense too, especially since the loot piles are all over the maps and NEVER, or hardly ever, get looted because the event ends when everyone has demoed.

Heck, put some of those piles as loot. I mean if you think of it in a "Post Apocolyptic World" would you REALLY ignore the pile of scrap sitting a few feet from the vehicle you just scrapped? Don't think so.

-Gizmet
.........................
vet wv pvp5

Posted May 23, 2013, 12:46 pm
Blaer
Andre Assault
Autodueller

Renegade

Member Level

Group: Members
Posts: 276
Joined: Mar 9, 2008

Send an email to Blaer Send a personal messsage to Blaer Reply with a quote from this post Go to the top of the page

StCrispin said:

Agreed.  Personally I'd love this. IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG


I'm going to have to oppose this, due to the fact that people with 4 or less gangers can hire and fire indefinitely...

Also, as we're doin this more in the open, than in a message (so it seems to me) here is my 5 points...

Footsquad Missions! OMG, if we could run these, I'd trash my gang and start over.... (this would mean that there must be an easy way to at LEAST obtain guns and ammo for ped weapons.. even if it's shotgun and pistols only...)

Appropriate rewards for town events (if they MUST still exist) rather lose them except the ANC and THAT only play Player ONLY (like glads) ie. 3 cars min, and only the winner gets his car, the rest get squat

A better trading amongst players system

NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly

More appropriate reactions... need more "town specific" responses.. you're based outta SS and you kill off all the SS traders? you're no longer allowed here, you ALWAYS get a return, and it's scaled UP because of the animosity...


.........................
vet wv

Posted May 23, 2013, 7:27 pm Last edited May 23, 2013, 7:31 pm by Blaer
Gizmet
Gizmets Boyz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 91
Joined: Mar 18, 2013

Send an email to Gizmet Send a personal messsage to Gizmet Reply with a quote from this post Go to the top of the page

Quote:

Agreed.  Personally I'd love this. IF we had weapons to do it with like rifles and crossbows from the start.  Or SMGs.  maybe recruitment needs changed so it isnt Pistol and Shatgon but a smaller % have rifle crossbow (maybe 1 in 20)or a 1% of them hav an SMG or RPG

I'm going to have to oppose this, due to the fact that people with 4 or less gangers can hire and fire indefinitely...


I agree, plus I don't have a problem with shotguns, yeah short range, but ouch.  I have killed the scorpion bugs in one shot, so no issue there.

Quote:


Footsquad Missions! OMG, if we could run these, I'd trash my gang and start over.... (this would mean that there must be an easy way to at LEAST obtain guns and ammo for ped weapons.. even if it's shotgun and pistols only...)


Again I agree, I would love footsquad missions...LOVE this idea.

Quote:


Appropriate rewards for town events (if they MUST still exist) rather lose them except the ANC and THAT only play Player ONLY (like glads) ie. 3 cars min, and only the winner gets his car, the rest get squat


Kind of confused...you want the event to be only PvP with three cars? I can barely scrape one together nevermind two or three for a PvP event.  Not to mention I don't mind so much the events, keeps me playing the game when I cant find other gangs to roll with and stuff, just change the award system and I would be happy.

Quote:


A better trading amongst players system


How? Players trade what they FEEL is valuable or give it away to those players just starting.  Its up to them what they want I like it.  If I am desperate for MG ammo and I have what you want and you have what I want then we barter till neither of us is happy and thats a good trade....:)

Quote:


NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly


I feel that we need to change courier missions for scav to be where the scav gangs ARE the ones that intercept and not the ones doing the transport...adds the "Mad Max" element to it...:)  The Normal gangs are the good guys and we are the bad...:)

Quote:

More appropriate reactions... need more "town specific" responses.. you're based outta SS and you kill off all the SS traders? you're no longer allowed here, you ALWAYS get a return, and it's scaled UP because of the animosity...


I don't look at it as we live in somerset or anything like that, I look at as we live in the area, and the "norms" can't find our cave.  We sneak in like "robin hood" and play in the event and escape after we are done...:)

My more than two cents...:)

-Gizmet
.........................
vet wv pvp5

Posted May 23, 2013, 8:56 pm
Blaer
Andre Assault
Autodueller

Renegade

Member Level

Group: Members
Posts: 276
Joined: Mar 9, 2008

Send an email to Blaer Send a personal messsage to Blaer Reply with a quote from this post Go to the top of the page

[quote]

Kind of confused...you want the event to be only PvP with three cars? I can barely scrape one together nevermind two or three for a PvP event. Not to mention I don't mind so much the events, keeps me playing the game when I cant find other gangs to roll with and stuff, just change the award system and I would be happy.

[quote]

ANC the vehicles are supplied, I just think the Players cleaning out NPCs and seeing who did the most NPC damage wins is low-no risk... not in harmony with scav flavour...

[b]A better trading amongst players system[/b] [/quote]

How? Players trade what they FEEL is valuable or give it away to those players just starting. Its up to them what they want I like it. If I am desperate for MG ammo and I have what you want and you have what I want then we barter till neither of us is happy and thats a good trade....:)

[quote]

I meant a better "system"... like an auction house, a trading posting system... IE I can put up 5 scrap for 1 MG ammo.. first to spot it and want it accepts it and the goods are transferred... allowing trades even while "offline" as it were...
.........................
vet wv

Posted May 23, 2013, 11:58 pm Last edited May 23, 2013, 11:59 pm by Blaer
*Boonwolf*
Finger 3
Darkwind Guru

Morgan Faction

Member Level

Group: Marshals
Posts: 1,139
Joined: Mar 7, 2012

Send an email to *Boonwolf* Send a personal messsage to *Boonwolf* Reply with a quote from this post Go to the top of the page

We need to keep it simple for Sam to do and drastic changes to the system now in place could jeopardize the more small tweaks most of us agree on.

And I see it as this
Bulk missions
Event prize tweaks ammo we can get a gun for
Wild drop tweaks no mega loads food water gas...
Ped scouting
Mech ability tweak
Adding of unused unseen weapons in some way

Correct me if I'm wrong
Boon
.........................
vet wv paintball paintladder ped1 race1 semiprocombat zom marshal pvp20,5,0

Posted May 24, 2013, 2:22 am
*StCrispin*
Beasts of the Lair
Darkwind Guru

Anarchists Faction

Member Level

Group: Marshals
Posts: 2,657
Joined: Feb 13, 2012

Send an email to *StCrispin* Send a personal messsage to *StCrispin* Reply with a quote from this post Go to the top of the page

Gizmet said:

I don't have a problem with shotguns, yeah short range, but ouch.  I have killed the scorpion bugs in one shot, so no issue there.


You will have a problem trying to kill a fully armored car with one.

My post was in response to Goat's "meet a car" in ped scout to get cars idea.  Go out with your normal gang sometime with say, 3 cars with no guns and light armor to get a minimum pull.  fill it with 12 gangers (the approximate size of a maximum size Scav gang for most of us.  Arm them with pistols or shotguns or a mix.  with reloads.  (No multiple guns) because this is what you will have in the scav equivilent.  Then upon encounter, park, get out, and Ped fight those cars with Shotguns and Pistols and see how far you get.

Shotgun or pistol does 0 to 1 point armor damage.  If you Ped fight cars ALOT you will see a pattern.  Necro prob know better than me but it seems to me that the damage diagram looks like a 6 sided dice roll compared to a damage table. as below:

Shotgun
Roll /// Resulting Damage
1  ///  0
2  ///  0
3  ///  0
4  ///  0
5  ///  0
6  ///  1

Pistol
Roll /// Resulting Damage
1  ///  0
2  ///  0
3  ///  1
4  ///  1
5  ///  1
6  ///  1

Basically SHOTGUN will inflich 1 point damage for every 6 shots (expect maybe 1 point per reload) and PISTOL will fail to inflict damage 3 or 4 times per 12 round mag.

Not that I think this will end up implemented until ITR.  but for sake of the arguement thats where I am coming from on it.  at least Crossbows or rifles should be available in some manner to a scav if we were expected to Ped hunt for cars.

BLAER:  Yes the hire fire thing is unfortunate and would mean my "some chance to have X weapon" would end up exploited.  It was just an idea that seemed logical but that hire fire thing would have to be addressed if such a thing were considered for implementation
.........................
vet wv gwped paintladder paintball marshal raceL10,1,0

Posted May 24, 2013, 6:21 am
*StCrispin*
Beasts of the Lair
Darkwind Guru

Anarchists Faction

Member Level

Group: Marshals
Posts: 2,657
Joined: Feb 13, 2012

Send an email to *StCrispin* Send a personal messsage to *StCrispin* Reply with a quote from this post Go to the top of the page

Blaer said:
NO courier missions (it's complete Balls, seriously.... I attack traders, so CIVs don't like me, particularly traders, but don't worry, now that I've borked you up, NOW I'll go do your job instead of you! Don't you love me again?) like c'mon... that's just silly


You are missing the whole point of a courier mission.  It isnt for Reputation.  Sure some people use it for reputation but thats not why most of us wan them

Besides they already exist.  You can haul 898 bulk to Morgan for 10 Pistol ammo.

What we (or I guess I should say I) would like to see implemented is User Defined Bulk and Destination.

1 Mission Per SQUAD.  NO taking 10 missions of 5 bulk in your 50 bulk Pho.  If they have 50 Bulk worth of mail that needs moved (or Narcotics or Fermented Meat or whatever it is) you CAN take just SOME of it if thats all the space you want to dedicate, but thats it: 1 package.  Unless the FULL mission isnt big enough for what you typed in for size.

real example:  I run a 140 bulk Estate in normal.  I type in 140 bulk and it offers me missions smaller than that (usually meds or narcotics).  I DO NOT put 14 missions of 10 bulk in my estate.  to me that feels like an exploit.

so in Scav, If you took the FULL mission and still had space left over, then you should be allowed another to fill the rest of your bulk if you wanted.  But ONLY if you took the full load of whatever was offered.

Again, THIS ISNT ABOUT REP (not for me).  I have never hit Merchants in Scav, I dont see a need to do so when I can hit Dune Peddlars for better Slaver rep and protect myself from returns by doing so.  THIS IS ABOUT A REASON TO TRAVEL!

Scouts do not gain Scout skill from scouting (well Ive gotten 2 points actually in 1 year and 3 months on here...  or something more than a year) so Travels are essential for building that 50+ or 100+ scout.  Right now they ammount to: Drive for no reason back and forth to Elms and burn fuel to MILK points (which feels exploitive).

User Defined Bulk and Destination Courier missions remove the Exploitive nature and give Travels a reason.
.........................
vet wv gwped paintladder paintball marshal raceL10,1,0

Posted May 24, 2013, 6:48 am Last edited May 24, 2013, 6:50 am by StCrispin
Blaer
Andre Assault
Autodueller

Renegade

Member Level

Group: Members
Posts: 276
Joined: Mar 9, 2008

Send an email to Blaer Send a personal messsage to Blaer Reply with a quote from this post Go to the top of the page

As long as rep isn't involved, then I'm not opposed to courier missions... :)
.........................
vet wv

Posted May 24, 2013, 5:13 pm
*Brunwulf*
Wulf Guard
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 1,299
Joined: May 17, 2012

Send an email to *Brunwulf* View *Brunwulf*'s MSN profile Send a personal messsage to *Brunwulf* Reply with a quote from this post Go to the top of the page

What do people think about trying to get gang member limits increased slightly?

I would love to move gangers around to other towns to scout- but the measly ganger limit prevents this.

Even Goat only has 13 gangers, and although i don't KNOW what his maximum is, his leader is in the 540s!

I propose a minimum of 15 gangers for Scav gangs, and then increases from there depending on leadership?

This may seem like a minor point- but I think it would make a useful difference, without making Scav 'easier'


.........................
vet ww wv e2g gwextrav sssc northernsummer gateautumn deathrce1 marshal race1 raceL1 combat1 pvp5 pvp4 pvp3 pvp20,1,0

Posted May 28, 2013, 11:29 pm Last edited May 28, 2013, 11:32 pm by Brunwulf
Gizmet
Gizmets Boyz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 91
Joined: Mar 18, 2013

Send an email to Gizmet Send a personal messsage to Gizmet Reply with a quote from this post Go to the top of the page

BRILLIANT!

Brun, I TOTALLY agree with this one. I did not even think of it until you said something. I am stuck at 11 right now in scav, but my normal gang can hire and fire at will...kind of annoying...:/

I can't even go on scouts due to 10 of my 11 gangers being so beat up it's not worth trying....:)

-Gizmet
.........................
vet wv pvp5

Posted May 28, 2013, 11:53 pm Last edited May 28, 2013, 11:54 pm by Gizmet
*StCrispin*
Beasts of the Lair
Darkwind Guru

Anarchists Faction

Member Level

Group: Marshals
Posts: 2,657
Joined: Feb 13, 2012

Send an email to *StCrispin* Send a personal messsage to *StCrispin* Reply with a quote from this post Go to the top of the page

Brunwulf said:
What do people think about trying to get gang member limits increased slightly?

I would love to move gangers around to other towns to scout- but the measly ganger limit prevents this.

Even Goat only has 13 gangers, and although i don't KNOW what his maximum is,  his leader is in the 540s!

I propose a minimum of 15 gangers for Scav gangs, and then increases from there depending on leadership?

This may seem like a minor point- but I think it would make a useful difference, without making Scav 'easier'


I would like to tie it to the number of towns you occupy.

I fluctuate between 12 and 13 (due to deaths) but this is hardly enough to keep a scouter team in SS and have a single racing rep in Elms and GW.  Much less furthur south!

I would LIKE to have a viable scout team in each town I occupy.  1 Representative (town leader), 2 Scout drivers, 2 Scout gunners, 1 Events Racer per town.

I suggest something like 8 to 10 starting and then +4 or +5 for each town you occupy.  WITH A TOWN CAP.  Putting 1 guy elms, 1 in GW and then having 18 in SS is no-go

Maybe 10 in SS and after that no more recruiting in SS, the rest have to BE recruited in other towns that you occupy.  If you recruit 5 in Elms and in GW and drive them to SS to join the SS crew, then some penalty...  increased food, water consumption?  sickness?  something to give the player incentive to not be over-pop.
.........................
vet wv gwped paintladder paintball marshal raceL10,1,0

Posted May 29, 2013, 4:36 am
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,907
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

my gang is small through choice.. maintaining food and water would be a right drag with a larger gang.

Its fine that way until they all end up in Firelight :cyclops:
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 29, 2013, 3:17 pm
Gizmet
Gizmets Boyz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 91
Joined: Mar 18, 2013

Send an email to Gizmet Send a personal messsage to Gizmet Reply with a quote from this post Go to the top of the page

Problem is, Normal doesn't have that limitation. Scav already has the limitation of only one "new" ganger per week. I think a larger starting size should fix the problem.

-Gizmet
.........................
vet wv pvp5

Posted May 29, 2013, 5:44 pm
*Boonwolf*
Finger 3
Darkwind Guru

Morgan Faction

Member Level

Group: Marshals
Posts: 1,139
Joined: Mar 7, 2012

Send an email to *Boonwolf* Send a personal messsage to *Boonwolf* Reply with a quote from this post Go to the top of the page

goat starer said:
my gang is small through choice.. maintaining food and water would be a right drag with a larger gang.

Its fine that way until they all end up in Firelight  :cyclops:

  I'm sure most of us would hold our gang number low also, but the fact it takes 6 guys for town events  1 mech 1 scout that leaves only 3 gunner specked guys to scout.

I for one would love to town reps or even 2 scout teams after you get a leader with high enuf skill to manage them.
(New leader speck "HR Manager" +1 base number)

Don't want more than 15-20 guys ever this is scavs guys ;)
.........................
vet wv paintball paintladder ped1 race1 semiprocombat zom marshal pvp20,5,0

Posted May 30, 2013, 3:37 am
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,907
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

if i had recruited every time i had the chance Im sure i would have a 30+ gang now
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 30, 2013, 9:51 am
Gizmet
Gizmets Boyz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 91
Joined: Mar 18, 2013

Send an email to Gizmet Send a personal messsage to Gizmet Reply with a quote from this post Go to the top of the page

lol....most of us have not been playing scav since the game started....:)

I don't need to spread out quickly to the other towns or anything, my issue is with BEING ABLE to scout. As my gang stands they are too beat up to scout, so a few more would be nice.

-Gizmet
.........................
vet wv pvp5

Posted May 30, 2013, 11:36 pm
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,907
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

I can't scout because my surviving people are all in firelight or driving to firelight in a weird assortment of cars to get them.
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted May 31, 2013, 9:24 pm
*Boonwolf*
Finger 3
Darkwind Guru

Morgan Faction

Member Level

Group: Marshals
Posts: 1,139
Joined: Mar 7, 2012

Send an email to *Boonwolf* Send a personal messsage to *Boonwolf* Reply with a quote from this post Go to the top of the page

Strange thought what if you run you whole gang from SS on a scout and get shipped to FL, not having crew in any other town would one have to wait for the rare ANC?
.........................
vet wv paintball paintladder ped1 race1 semiprocombat zom marshal pvp20,5,0

Posted Jun 1, 2013, 12:13 am
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,907
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

If you were at maximum gang numbers I suppose so.

or you could pay someone to come and get you out.
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jun 1, 2013, 7:55 am
*Brunwulf*
Wulf Guard
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 1,299
Joined: May 17, 2012

Send an email to *Brunwulf* View *Brunwulf*'s MSN profile Send a personal messsage to *Brunwulf* Reply with a quote from this post Go to the top of the page


Does everyone agree that we should come to a group decision about (very slightly) having gang size increased?

I have a ganger in Elms for a racing league, and a scouter in GW for fuel running.

That means I can only field 2 scout cars, then I have to sit around waiting for them to come back.

(And this usually ends with me making comments in the lobby through boredom, that get me into trouble!)

If I had just 2 more gangers, it would mean that I could send a squad to another town, and start scouting different areas.

.........................
vet ww wv e2g gwextrav sssc northernsummer gateautumn deathrce1 marshal race1 raceL1 combat1 pvp5 pvp4 pvp3 pvp20,1,0

Posted Jun 6, 2013, 6:59 pm
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » DW: Scavenger » [Scav] Discussion » List For Goat

0.1082 seconds - 30 queries - 0.58 load