This balance will need to be got right, as I can see factions coming down and completely domimating the currently week rebel forces. When rebels become more stronger, it will be less of an issue however currently Poseidon will dominate most rebel attempts of fighting, whilst against the police it is a bit more even. I believe one way of doing this could be removing NLR for civs, whilst reducing NLR for factions - make it 5/7.5 minutes. Espeiclaly as civs pay more, so some will still decide to go and do a run after dying anyway, whilst others may buy worse/cheaper gear to keep costs down.How will rewards for capping work for factions / rebels will there be money gained everytime it´s capped, money for kills inside zones or how is it looking?
Tbh, factions will probably be all over it for the first few days due to it being new and fun but after that it'll probably just go down to being AR/Lobos that mainly venture over there from the factions.Cheers Ciaran for this, great to finally see this stuff we've been waiting for so long for. Like Simon though my only worry is that this becomes faction-dominated, as they have the obvious numerical advantage, specifically Poseidon who also tend to be more skilled players - maybe low monetary rewards for factions but high rewards for rebels are needed so that they can afford the large amount of lost gear from zone fighting, and so that factions don't spend all their times in the zones. Other than that though this looks brilliant, it could be what we need to get server pop back where it was.
Right now I'm thinking a constant trickle added to paychecks while you own it (split between the gang members). I'm worried about giving money for captures, since this could be abused (two gangs move a member in and out repeatedly and shift it every 10 minutes so they get max payout, for example). For factions I haven't yet decided whether they will receive any monetary reward, this system is mainly designed to encourage gang vs gang combat, however the option for Police and Poseidon to take it is there so they can deny that zone from groups for any reasons (e.g preventing rebels from accessing perks related to the zone).How will rewards for capping work for factions / rebels will there be money gained everytime it´s capped, money for kills inside zones or how is it looking?
I think its more of a concern that due to the low amount of active rebels they will quickly be overwhelmed by factions rolling in with 2 ifrits and 10 ppl making it a faction v faction. Easy enough for each faction to add some restrictions thoOdd to see Rebels worrying about factions... are you saying Poseidon can shoot ?
This is purely here with knowledge of the location of the 2 GB bases. I agree with spawning within 1km of our death point, which is inline with the current NLR rules, however the extension to 1.5 is purely to nurf our bases, and infact make them almost unusable due to the main fighting occuring at OG(realistically). These bases, whilst powerful, are not limited to just GB, and any rebel gang is able to invest in numerous bases within the area. There is another Gang Shed within the Redzone, numerous Gang Sheds less than 1km away from the Laundry Red zone, as well as the Zaros towers and the 2 marked towers in Poseidon lands which are still relatively close via heli. I think as long as you spawn over 1km away from the location of death is okay, especially as these gang base upgrades are limited with what you can buy. You are unable to buy 6.5 Supressors there, as it is only rebel, and although you can buy the MK18, you cannot buy Mk1, Type 115, 100 round MX mags as well as numeous other well liked weapons. We lose some of the better weaponry in exchange for the ease. This is an equal feature for all rebels, and only puts the factions at a disadvtange. However the factions would also have reduced NLR, as well as more numbers and cheaper gear to regear. Overall, there is no need to go out of the way here to screw over GB in specific. It would cost us around 70 Mill (I estimate, probably more), to relocate one of those bases and upgrade it to the point of those buildings (2 almost fully upgraded properties)To stop gang bases being too OP prevent people re spawning within 1.5km of their death point.
Honestly these places suggested are extremely close to the redzones when you consider what Rebels have to contend with. Our flight in a regular heli is around 5-7 minutes to get from AW down to OG without the use of a blackfish. To take jets off from advanced you need to know exactly what you are doing, and how capable the jet you are using is. Yes, some of us can use our fishes etc. however that is only the specific ones who are rich enough to have them and competent enough to fly them. I would recommend that a Lobos HQ would have to be at least up near Diamond Shop, so you still have a distance to drive, as well as an AR Hq should be across near Cider or somewhere far-ish away too. Else the factions would find it much easier to dominate. Lets not forget that Poseidon also have an FOB, and Air Trained are able to decamp MH9'sMaybe a Poseidon outpost somewhere by laundry
That’s actually really good with those locations. I would make the viper cool down 20 mins or 30 mins rather than an hour, but apart from that it would work well. Would need something to be worked out with the GB leaders and devs, however for something like this I’m sure something could be worked outThese spots might work? Also a new spawn at the airfield for people with Advanced however only with a vehicle garage and air garage, a new viper spawn at the DMT close to OG. As that spawn is op as fk all tho its a 50m license maybe a cooldown of like an hr would work. Would help ppl gear quicker and go to caps. Idk placement dont matter but just the idea of each combat unit getting a hq close to caps and civs getting one aswell. Devs can figure out the exact whereabouts. All those spots have compound where signs for the different menus need to be added
I'd move the Armed Response HQ to Zaros to balance Poseidon/PoliceThese spots might work? Also a new spawn at the airfield for people with Advanced however only with a vehicle garage and air garage, a new viper spawn at the DMT close to OG. As that spawn is op as fk all tho its a 50m license maybe a cooldown of like an hr would work. Would help ppl gear quicker and go to caps. Idk placement dont matter but just the idea of each combat unit getting a hq close to caps and civs getting one aswell. Devs can figure out the exact whereabouts. All those spots have compound where signs for the different menus need to be added
i think you need to re read what ciaran postedI believe it would be more optimal if you could cap a zone without interacting with a flag and therefore being restrained due to animation. I'd suggest making it capture-able by just standing in the capture zone (on the capture point itself, small area and obviously with a firearm, possibly primary).This would also give fair chance to small gangs or even lone wolves to fight others equally.
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