A3 Exile server issues, questions & suggestions Aug 13, 2018 20:02:06 GMT -8
Post by scourge on Aug 13, 2018 20:02:06 GMT -8
This will be a reasonably lengthy post, but please bear with it, as I think it may be useful.
As the thread title suggests, I am going to mention some (IMO) issues with the server, what I think we could do, and why the changes would be beneficial.
They are in no particular order, and some of them have already been discussed informally and/or raised by others.
I also realise that not all of the changes and solutions below will be attainable....again, this is just to get people thinking.
(Currently set to 7(?) days where you have to pay in the trader zone. You can see when you have to pay via your XM8)Issue: This period is too short and there have been instances where different players have forgotten to pay, resulting in complete base removal, and in one instance, several separate bases in one plot were deleted. I fully understand why bases need to be maintained; the server needs to be kept "clean" by wiping away bases from inactive players.
Solutions: Increase the maintenance window from 7 days to a month. Possibly introduce automatic charging from a players bank balance (the player who placed the territory originally).
Benefits: We can get on with more of the fun aspects of the game. Reduces rage.
Vehicle cargo capacitiesIssue: Unrealistic comparisons between vehicle classes for cargo
Sedan car, $4k, 2500 cargo. Box Van, $17k, 4600 cargo. Ural, $20k, 5000 cargo. HEMTT $48k, 4600 cargo. Dingo (MRAP), $96k, 5000 cargo, Bradley (IFV), $158k, 5000 cargo.
Solution: Either reduce the capacity of "non cargo" vehicles or increase the cap of trucks. A 30 ton HEMMT should be able to carry more than a 15 ton Ural. Similarly, Armour should not be able to carry the same amount as a dedicated cargo vehicle. The current setup means that 75% of the vehicles currently available for purchase are never going to be bought or used because theyre pointless. Why buy an unarmoured Ural when you can simply get an IFV or tank? The difference in money means little with the payout benefits of mission loot.
Benefits: Increased usage of more vehicle types. More strategic choice; Do I risk a high capacity vehicle that is vulnerable...or play it safe with small loads in armour?
Vehicle PricesIssue: None really. However
Solution: Add in a rental option, which would spawn in the vehicle for a cheaper price (maybe 1/3 of normal) and the vehicle is deleted after restart. Rental vehicles should not be lockable.Rental vehicles can not be sold to reclaim money.
Benefits: Helps people when needing temporary vehicles they would not normally want or use. More tactical choice based on finances. Do I save for a permanent one, or just get a quick fix now.
Vehicle consumables/ammoIssue: Armed vehicles spawn ready loaded and re-arm over a reset. Vehicles can be auto refuelled at gas stations.
Solution: Make it so armed vehicles need to be loaded by a re-arm truck. Auto fuelling should only be available at player bases where gas pumps have been installed. Gas stations require manual fuelling by transferring fuel via jerry cans.
Benefits: Increases the importance of logistics. Players bases are more important. Encourages teamwork to back players up.
Weapons and Equipment trader high end itemsIssue: Pretty much every grade of firearm can be simply purchased. Spawn and mission loot value is drastically reduced. Nobody really picks it up
Solution: Remove the super high end gear from the weapons trader and make it so you can only obtain them from AI / Missions etc
Benefits: Increases the usefulness of scavenging and completing missions. High end gear would retain more of a "prestige" value to it.
Bambi stateIssue: It's too short, given the high probability you will be killed upon landing by roaming AI.
Solution: Increase this timer considerably, or make the player invulnerable until they interact with anything (ie, firing a weapon, accessing gear, inventory or getting into a vehicle)
Benefits: Decreases player rage.