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>> No.24746256 [View]
File: 116 KB, 1434x635, sample territory layout.jpg [View same] [iqdb] [saucenao] [google]
24746256

The teleporters in each territory should only be usable for the gang that already owns that territory. i.e. Hakurei Shrine is owned by HKR, Hakurei Members can use the teleporters to warp to Kourindou. Then, assuming Kourindou is already owned by SDM, the HKR members who now find themselves in Kourindou *cannot* use the teleporters to jump back to Hakurei Shrine. They must either capture the territory, huff it back on foot, or die.

I envision a web of teleporters connecting the important spots of Gensokyo, with some locations containing several teleporters to multiple adjacent territories - like the Human Village, which should get teleporters to Myouren Temple, the Great Mausoleum, etc. The battles will be fierce for these strategic locations, and the $$ rewards for keeping them should be just as large. Perhaps some locations could even house special weapon/vehicle spawns (e.g. Chireiden will have a guaranteed spawn of several of Okuu's control rod weapon, aka the magnum). This will make taking and holding territories more interesting and meaningful both in a strategic and tactical perspective.

Of course, people could ignore the teleporters for deep raids in enemy territory in just their cars. This should be allowed. That would make it more interesting! After all, the time cost of them doing this and taking the enemy by surprise vs quickly jumping into the fray via teleporters is, I think, an interesting decision to make.

I understand this system might need a bit of tweaking for practical use, but thankfully, it's a system that's directly testable in even the current layout of gang wars. In particular, the LS and SF gang wars, where territories are slightly spaced apart, admin anon could, if he would like, make a test implementation of this teleporter web. For instance the Cluckin Bell territory would connect to the power station and the large train station territories, and so on.

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