New Tribes this weekend + Changes

Generic, on-topic discussion about Colonial Marines.
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Feweh
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New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 16:38

This weekend... Either Friday night, Saturday or Sunday I'll be hosting a new Tribes.
Due to life, job and whatever else is more important... I cannot set a steady date.

Anyways some changes to experiment with for the next Tribes which I think will benefit people and even myself.

1. They'll only be two major Tribes and they'll both have all the needed supplies to sustain themselves inside their base.
South Compound and Lambda/East Lab Cave will be the 2 Major Tribes. Leaders can be elected, but if I don't like the choice I will force choose someone I know is competent in-game.

After the initial start the Major Tribes will receive no additional drops as they use to, as they'll have access to a auto-lathe, plants, medical etc.
Each tribe will have major differences in uniform, armor, weapons and basic background.
Leaders will also be more noticeable with unique equipment.


2. Major Drop Zone LZ2

Furthest away from both these major Tribes will be a major drop-zone where food, supplies, weapons, items and gear will be occasionally dropped.
The major tribes can still collect from this, however it'll be quite the walk to get to and will put their people at risk. Major drops will only happen maybe every 45 minutes and contain mainly food and basic gear.

3. Encouraged Sub-Plots

Something that people like is random subplots going on. So if I see people doing something unique in-game that I can roll with, I'll encourage it by any means possible like the last round of Prophet vs Cultist.


4. Guns are EXTREMELY RARE

Even in the last Tribes I noticed that handguns were still too plentiful and the few rifles that were scattered around could alone take an entire Tribe out. Going forward there will be a seriously limited amount of guns and only handguns at that. The leaders of the major tribes will have access to a handful of shitty handguns (3-5) and that'll be it with no additional ammo supplies.

However... ammo will be scattered around the map making..... number 5....

5. Trading/Slavery/Currency

Around the map you'll be able to find the following.

- Ammo Clips/Mags, these will generally have no value for the common player.. however the Leaders of Major Tribes will want them to fill their limited guns with ammo.
- Currency, around the map they'll be coins spawned.. these coins can ONLY be turned in by major tribes through their leader from special rewards. The common player will want to trade these in to major tribes for basic gear/equipment.
- Slavery will return, major tribes can turn the opposing tribes members in for rewards. This is to encourage roleplay and take people prisoner, what you do with them afterwards if up to you. (anyone seen abusing this by turning in fake slaves will be punished)




I'm hoping with the reduced amount of Major Tribes and reduced influx of continuous supplies people will rely more on self-preservation than before.
Both these Major tribes will have a steady stream of constant production making them very valuable to those not a part of the tribe.
You'll also see more focused RP and Fighting between the major tribes. Rather than people not knowing whos fighting who, it'll be very apparent that these Major Tribes are NEUTRAL or at WAR.

Since they'll also be less Tribes and Less Drops... I can focus on dealing with more sub-plot and cooler round stuff for you guys.


TL;DR - Less Major Tribes, more reason to trade, More reason to RP, barely any Guns.


Thoughts and ideas? (Dont suggest things that require coding or team radios)

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Re: New Tribes this weekend + Changes

Post by Casany » 10 May 2017, 16:45

Will it be possible for one to act as a scavenger who works for both tribes finding coins, ammo and drops?
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Re: New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 16:51

Casany wrote:Will it be possible for one to act as a scavenger who works for both tribes finding coins, ammo and drops?

Yes, you don't have to join a Major Tribe

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Re: New Tribes this weekend + Changes

Post by KingKire » 10 May 2017, 16:55

I like feweh, less work on the admins, more people teaming up while still leaving the door open for people who want to be free of the fold.

It sounds like a good idea to making two big tribes with no extra drops, im pretty sure those were labor intensive, and that frees up cooler things to do which is always nice. It also buckles down on helping each other out. I like that i dont exactly have to fight and i can just help by producing food or medicine without worrying about my job being redundant by admin spawned supplies.

Cool beans.
I really like how you turned guns into these legendary items, but left ammo and coins everywhere, thats cool. I wonder how people are going to set the exchange rate for this Ammo/Coin/Slave economy.

Should be alot more stable game, i had a hard time finding a tribe to join last big red, now it cuts out alot of the extra choices to something more stable.

hehe, scince its still in the code, maybe you can make a hunger disease halfway through the round and then heal it after an hour or two to symbolize the "starving times". Or just randomly pop low level diseases. It sucks when players make diseases scince they dont know how it can effect a round, but with an admins eye, it might be cool to create some interesting stuff lingering in the wasteland...i mean space...dangit fallout server, why couldnt you be better.
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But seriously, does uh, anyone know the way out?!


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Re: New Tribes this weekend + Changes

Post by KingKire » 10 May 2017, 16:56

Also, can the scavengers trade in the coins to the admins at a higher exchange rate? maybe a scavenger can horde up enough to be gifted his own legendary weapon or item.
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...

But seriously, does uh, anyone know the way out?!


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Re: New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 16:58

KingKire wrote:Also, can the scavengers trade in the coins to the admins at a higher exchange rate? maybe a scavenger can horde up enough to be gifted his own legendary weapon or item.

No, coins can only be traded to major tribes.

Mainly so I don't spend my entire time having to converse with individuals and to promote scavengers to RP/trade with the major tribes

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Re: New Tribes this weekend + Changes

Post by KingKire » 10 May 2017, 16:59

Yah, that would be pretty sucky. okay sounds great.
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Re: New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 17:03

To put it in perspective, guns will be so rare and so valuable that they'll be specifically named.

They'll also be two leaders in each Major Tribe... One Lead and one Co-Lead just to maintain order.

Both of these people will have unique items/gear to identify them.

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Re: New Tribes this weekend + Changes

Post by driecg36 » 10 May 2017, 17:23

Overall, I'm a pretty big fan of all the changes. Personally, I think 3 major tribes would be better than two, just so that it wouldn't be in a constant state of war between the two main tribes (which is what I predict will happen), as well as excessive aggression being punishable by a third party.

Less guns and more trade is +100 for me.
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Re: New Tribes this weekend + Changes

Post by Tysonix » 10 May 2017, 17:36

inb4 USSR vs USA, but yeah, looking forward to the weekends game less guns was what made the last tribes game incredibly fun, though it would have been better with there being less as you pointed out would change.
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Re: New Tribes this weekend + Changes

Post by Garrison » 10 May 2017, 17:41

I like the sound of this.
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Re: New Tribes this weekend + Changes

Post by Sailor Dave » 10 May 2017, 17:41

This all sounds really good. Hopefully it'll be easier to manage without having half a dozen tribes running around. I'm looking forward to it.

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Re: New Tribes this weekend + Changes

Post by NoahKirchner » 10 May 2017, 17:45

Alright, so, you mention a small number of major tribes. What about new major tribes popping up as the pop grows like they did last time, will those then be considered "Major tribes" and given handguns and what-not? Or are the first few the only "major"'ns that'll exist, period?
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Re: New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 17:49

NoahKirchner wrote:Alright, so, you mention a small number of major tribes. What about new major tribes popping up as the pop grows like they did last time, will those then be considered "Major tribes" and given handguns and what-not? Or are the first few the only "major"'ns that'll exist, period?

You're free to form your own tribes, however NO TRIBES will be given starting supplies aside from the Lambda/Lab Cave and the Southern Compound.
They will be the only officially recognized major tribes, anything else that is formed is done under your own discretion.

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Re: New Tribes this weekend + Changes

Post by NoahKirchner » 10 May 2017, 17:51

Feweh wrote:You're free to form your own tribes, however NO TRIBES will be given starting supplies aside from the Lambda/Lab Cave and the Southern Compound.
They will be the only officially recognized major tribes, anything else that is formed is done under your own discretion.
Gotcha, but if there's an interesting sub plot they can still be given equipment to accomodate? Like a slaver tribe popping up getting handcuffs or whatever?
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Re: New Tribes this weekend + Changes

Post by Feweh » 10 May 2017, 17:54

NoahKirchner wrote:Gotcha, but if there's an interesting sub plot they can still be given equipment to accomodate? Like a slaver tribe popping up getting handcuffs or whatever?
Handcuffs will be spawned around the map randomly beforehand along with a few other trinkets

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Re: New Tribes this weekend + Changes

Post by apophis775 » 10 May 2017, 18:03

Handcuffs? BAH. Make them use wires
LIKE MEN.
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Re: New Tribes this weekend + Changes

Post by NoahKirchner » 10 May 2017, 18:36

apophis775 wrote:Handcuffs? BAH. Make them use wires
LIKE MEN.
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Re: New Tribes this weekend + Changes

Post by Renomaki » 11 May 2017, 00:16

If there are only 2 tribes, I have a feeling that there will be refuges fleeing about and forming their own places of salvation, since two major tribes means one big war I feel.

After all, it'll be only you and them, meaning that war is pretty much unavoidable. Might make for somethin interesting, though...
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Re: New Tribes this weekend + Changes

Post by Nubs » 11 May 2017, 06:12

loving the mad max 2 vibe, where guns are so prized you literally value every bullet. @Feweh, is the crossbow still in the code? they can only hold 1 shot and have to be reloaded manually, so i think a few crossbows would be good too.

Gonna get mad $ running guns, yo.
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Re: New Tribes this weekend + Changes

Post by TopHatPenguin » 11 May 2017, 09:38

Slightly worried about the aspect of trading coins/ammo mags with the big tribes as it seems there wouldn't really be any reason to keep the trader alive when you can just out right kill them take the coins/ammo mags they wanted to trade and get that special reward.

I'd probably say hard limit it down to 2 handguns, 1 for the leader and 1 for the co-leader, that way they really hold power over the tribe themselves and others, as well as that it won't end up with 3-5 guys taking on a whole tribe and winning. It then also keeps the theme of the leaders and co-leaders having the unique/best gear as they are the top of the tribe hierarchy.

Instead of making the big tribes solely sufficient it might be worth making it so each big tribe has a small pool of food, of which after that they need to scavenge/farm to get more.


-Time consuming Idea Below-
Dungeon Idea, kinda:

In short remember how you made the nuke silo a hell of a long time ago for the marines to fight through against the Ai syndie's? It'd be effectively like that, aka plop down walls, a makeshift room, plop some loot in it, plop some Ai to act as the dungeon defenders. Reward of loot at the end is up to you chief but I'd say it would certainly be interesting to see little tribes form to try and tackle it, or the big tribes team up to take it out and split the loot etc.
The old Ai xenos could probably work for the dungeon defenders or the faithless. Just an idea but it's rather time consuming on your end for an already time consuming process.

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Re: New Tribes this weekend + Changes

Post by Iatots » 11 May 2017, 11:22

The two tribes thing is interesting, but I too have a couple of concerns.

Considering only the two main tribes being allowed to trade tokens with admins, and that weapons will be super rare (and thus expensive), are you expecting smaller groups to not be able to compete with tribes in token gathering, and thus being limited to trade for low-end items? Any non-triber with enough tokens for something good could not reasonably expect to not be held at gunpoint by tribers for his loot. This will lead to anyone wanting to participate in the token hunt joining a tribe, severely limiting non-tribe-tribe interactions. What if tribes had a cap for members? Or in case you are doing it just to keep workload manageable, why not post a pricelist and allow trading of higher-end items to non-tribers? No tribe would give you grief for wanting to trade a token for medkit. Maybe a simple format like" Ahelp:"X tokens, [item]". " could help?

Second concern: stun weapons. Pepperspray and stunprods already made a comeback these last two games, and with such a melee-oriented round they would become very dominant. Any thoughts about that?
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Re: New Tribes this weekend + Changes

Post by Swagile » 11 May 2017, 11:39

Yeah, personally id just kill any trader that comes and take their token.

Why give out my precious big tribe resources when I can just bully non-tribal people to give me their shit?

Survival of the fittest, after all.
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Re: New Tribes this weekend + Changes

Post by Kerek » 11 May 2017, 11:42

Sounds great honestly. You've really made a great thing with this idea here Feweh. Everytime we play you refine it more. Less guns sounds great, so does specific armor.
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Re: New Tribes this weekend + Changes

Post by Feweh » 11 May 2017, 13:07

Swagile wrote:Yeah, personally id just kill any trader that comes and take their token.

Why give out my precious big tribe resources when I can just bully non-tribal people to give me their shit?

Survival of the fittest, after all.

Now that theyll be less guns this is less attractive.
Why risk a broken arm and potentially being crippled all round when the guy could just want a helmet?

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