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Upcoming Camp Wars changes
*sam*
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We're making some more changes to camp wars, to hopefully make things a bit more dynamic and provide a viable 'way-in' for new entrants.

- Once every 2 years there will be a total wipe of hex ownership. This will first happen at the start of 2108; then at 2110, 2112 etc.
- In the "off" years (starting 2107), there will be no hex loss at all.

- I'll be adding a bunch of new "factory icon" tile perks (some quite juicy) and these new perks will be moved to new randomised positions on the map every 3 years.
- Many of the existing "factory" tiles will also move

- Newly added camps will have to be a minimum of 2 tiles away from existing PvP-open camps
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Posted May 17, 2022, 9:44 am Last edited Jul 19, 2022, 3:28 pm by *sam*
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Thanks Sam!
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Posted May 18, 2022, 4:54 am
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thanks for adding stuff to the game, but wouldnt it be better to start this new system after the total wipe of hexes? this next year seems really unfair to smaller camps with camps not having tile decay this next year, why would a smaller camp stay open this year knowing there camp be hit by overmatched cr battles.

i wont hold out hope things get fixed, but this seems wrong to do it like this imo.
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vet paintball wv1,0,1

Posted Jun 30, 2022, 2:13 am
*sam*
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I've started working on the "moving perks" code and I think for consistency and clarity, the best thing is that it's the FACTORY tiles that move, rather than some unpredictable selection of villages etc. Most of the town and village perks are quite story-specific so I'd rather not have them move, while the factories are all generic.

"Lore-wise" (if you care about such things) factories make best sense too. The explanation is that new pre-event stuff is being discovered while old ones are being exhausted. The same argument doesn't work for villages since they are "modern".

So unless I find some that don't make sense, the plan is that all FACTORIES will move randomly every 3 years (and I'll add a few new ones).

We could also have radio towers randomly move about. Harder to justify in terms of "lore" but it could add a lot in terms of shifting the focus/fun about, which is the overall goal. Any thoughts on that?
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Posted Jul 19, 2022, 11:39 am Last edited Jul 19, 2022, 2:22 pm by *sam*
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What if the radio towers turn on/off due to the radiation and the local towns fix them up, hence the justification for them moving around?
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Posted Jul 19, 2022, 5:01 pm
*sam*
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Tez said:
What if the radio towers turn on/off due to the radiation and the local towns fix them up, hence the justification for them moving around?


We can certainly make up some justification. The real question is whether we want it for gameplay reasons...?
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Posted Jul 19, 2022, 6:26 pm
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one of the things i chatted to a few players about, are things like psi and that car graveyard pa has in his territory, be better imo to have psi and that graveyard move as well, no one should get that many free super cars and constant ability to hire psi, when others cant. that gets fixed is my main concern, so that its not monopolized. ideally id prefer to see the whole thing scrapped and taken out of the game, only a rare few actually fight, no one makes new camps, so the idea that all these new camps will sprout up is a joke, players can sit back play their leagues raking in millions free from the roads they control. and get free supercasrs and hire psi when they want looks broken to me, but thats just my opionion, i know yer mnot gunna take it out, the players who benifit from that will whine too much.
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vet paintball wv1,0,1

Posted Jul 19, 2022, 10:06 pm Last edited Jul 20, 2022, 1:07 am by darthspanky
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I don't care about camp wars but bringing back drug/alcohol addictions would make it possible for all to end up with a psi or two. Maybe make a building available to build at camps ie) 46y infusion center or the like.
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Posted Jul 20, 2022, 11:07 pm
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Need to make sure the moving factory's are on tiles we can travel to.
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Posted Sep 23, 2022, 11:48 am
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