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View Full Version : How we will earn our money in Future INF version ?


DarkBls
1st May 2001, 09:31 PM
How we will earn our money in future INF version ?

When vehicles will be introduced into INF, we will start to see some anti vehicles weapons. And those kind of toy cost a lot.

How to have a RL based starting amount of cash ?

Maybe if the wold war (http://forums.planetunreal.com/showthread.php?s=&threadid=42855) idea is in INF, we can get money from territories we annex.

Of course we do not want a frag-based counter !

Just wondering...

HanD_of_DarKNesS
2nd May 2001, 10:48 AM
ost militaries will fork out as much cash as is required (and of course within their means) to get the job done. Since real GIs and SpecOps don't have to "actually" purchase their weapons, I see no need for a system of money.

I agree that this could add alot of interest to the "World war" idea however.

asmodeus
2nd May 2001, 11:04 PM
it HAS to be implemented, because shortages happen in real life.. but this would be hard to keep track of...

DarkBls
3rd May 2001, 08:12 PM
I think the question of money is important. Because it is thing which depend your laodout, and then your behavior in fight !

LordKhaine
3rd May 2001, 08:29 PM
As I've said before, you cannot expect to keep a totally realism based loadout cost. Just change them to also reflect gameplay and real life cost. Which I'm sure the Infiltration team are doing for 2.6

ninjin
3rd May 2001, 09:41 PM
the world war idea is great!!! it will mix conventional warfare (Team-DM) to individual missions (Assault) and it would lead to a sort of campaign mode!!!!!

Luminuis
3rd May 2001, 09:44 PM
We can rape and pillage for booty!


Sorry, had to put that in,


How about some good old fashioned raises? 10,000 is a little low, how about 100,000? then all the guns can be realistically priced...anyways.

[L]-Baston
4th May 2001, 06:41 AM
Originally posted by HanD_of_DarKNesS
ost militaries will fork out as much cash as is required (and of course within their means) to get the job done. Since real GIs and SpecOps don't have to "actually" purchase their weapons, I see no need for a system of money.

Agreed - i utterly dislike the fact that because of monatary restraints tactical op's is fought with players all possessing just MP5's... no true squad level organisation. Its just pathetic sometimes...

Were as here ;) man i am in paradise...

[L]-Baston
4th May 2001, 06:45 AM
Effectively the bulk restriction represents "money" because it does limit you to what you can actually have. If money was introduced into this mod it would be foolish. Its not what infiltration was about and one of the principles of my personal migration from that excuse of a mod tacops... i still play it [clan obligations] but i dont enjoy it a single bit.

DredDamo
4th May 2001, 06:51 AM
Like Baston said. And the fact that vehicles have their own disadvantages will hopefully ensure that maps will not become jeep-fests :)

For example, one nade and you take a whole jeep out (hey, are we getting claymores? :)))

Or, snipe the driver and you got the jeep either going out of control or stopping, in either case you can pick off the rest of the occupans at your leisure.

Finally, just one word. Sicily.

Many maps will simply not have the proper layout or size for vehicular usage. For a while anyway.

So I think monetary restrictions are unnessary. Perhaps a map-specific limit of 1 or 2 vehicles per team at a time...

[L]-Baston
4th May 2001, 06:57 AM
Originally posted by DredDamo
Like Baston said. And the fact that vehicles have their own disadvantages will hopefully ensure that maps will not become jeep-fests :) So I think monetary restrictions are unnessary. Perhaps a map-specific limit of 1 or 2 vehicles per team at a time...

Personally, even if maps become available that can cater for them, i see jeeps being turkey shoots and death traps... even if you manage to get to where you need to go its likely there will be a least one sniper on the case of the driver...

I think, if it was introduced, you should see a single vehicle per team... however i'll never ride in one... equation...

Driver - sniper target
Passengers - driver dead, jeep crashes, jooz dead...

Its a death trap... ill take the screenshots and send the postcard.

{LOD}WolfBear
4th May 2001, 12:26 PM
I agree that getting to wrapped up in a monetary system could ruin the game, but if for say clan play you could work out something in world war that gets you more money as you win, it would rock. (Of course as I usually say I aint the one who has to code it so its no skin off my nose I will play one way or another)

{LOD}WolfBear{:D} -my daddy was a pistol and I am a son of a gun-

HanD_of_DarKNesS
4th May 2001, 01:40 PM
I still don't like the idea of using a monetary system. Currently, the only loadout I have which is limited by the $10,000 cash we are all allotted is my PSG loadout. Nothing else even comes close unless you are equipping more than one primary (read: Rifle-type) weapon.

I can just see what it'd be like if a clan league was developed which had a monetary system incorporated. The clans who did well would simply get better thanks to better funding and thus greater selection of weaponry, while clans who didn't do so well would lose all hope by losing adequate funding.

It's true. Bulk is the major limitation in INF (especially with the tweaked system promised for 2.86). Money would just make things too complicated beyond it's current implementation until new gametypes are created (and even then). Heavy anti-vehicle weaponry is bulky beyond belief, so people won't be running around with a LAW or RL and 20 rockets for it, or even another primary weapon without being limited to crawling speeds.

This isn't CS or TacOps.

JaFO
4th May 2001, 06:44 PM
The original idea behind 'money' in infiltration was that there would be a way to limit for the not so bulky things a players can put in his loadout.

This way you will not be able to have a loadout consisting of only a PSG-1 & dozens of grenades not because it is a lot of bulk, but because you couldn't "afford" that loadout.

I think that's what the roadmap said, but since it's outdated maybe the team has a better solution to this balancing-act.

// ---
The money-system (where one team gains money because they win a round) is the most idiotic/irritating thing in CS & TO.
If this is done in a realistic way, then the loosing team would eventually be fighting with knives and a pistol against an enemy equipped with everything in the armory.
While it may be a fun challenge once in a while, I don't think it is fun in a league where losing a fight would have that big an impact on the available equipment in the next clanwar.

LCJr.
4th May 2001, 07:40 PM
OK you mentioned the CS word so here's my thoughts.

In the interest of competition why not give the losing team more money? Basically if one team is more skilled than the other the combination of their innate skill and increasing cash flow is going to snowball and put the losers in a hopeless situation.

RogueLeader
4th May 2001, 07:56 PM
If we were to do a really cool Infiltration war, we should go one step further and create an entire society! We could have computer controlled populations that react to the government and military, players that arn't military but actually are elected leaders to government (or overthrow their governments), and military leaders who can give commands to the players int he military. It can an entire virtual planet!!!

And the technology for this will be available in only 30 years!

poaw
5th May 2001, 09:32 AM
I like the current system of being given a set amount of money to do whatever you want with.

DredDamo
5th May 2001, 10:21 AM
Rogue's sarcasm about monetary systems being slightly too much for a combat sim, we at http://infwar.tripod.com are trying to do exactly that - build a league based on world domination in which each territory conquered brings in a certain amount of cash (per week, probably). This cash is used to purchase loadouts and commit attacks on other territories.

Vehicles are currently not in our priority, we want to keep the combat aspect totally INF. :)

Just add more variety to it, so clans will not be able to equip multi-gun loadouts (well, they could but it would mean other wars might have to be fought with pistols only). A provision for mercenaries (non-aligned, hirable soldiers) is also made.

See the post for Infwar and the poll for some more details.

[L]-Damodred

JaFO
5th May 2001, 06:04 PM
Originally posted by LCJr.
OK you mentioned the CS word so here's my thoughts.

In the interest of competition why not give the losing team more money? Basically if one team is more skilled than the other the combination of their innate skill and increasing cash flow is going to snowball and put the losers in a hopeless situation.
That is the problem with a money-system :
- give the winning side too much an advantage :
You get a snowball effect where the loosing team ends up fighting with knives ...

- give the 'loosing' side too much compensation :
The money-system might end up as useless.
Because win or loose, after a few rounds/wars you can afford a reasonable loadout.

Trying to find a happy medium between the two is extremely difficult, maybe even impossible.

I think a simple server-set amount of max. money / side is easier.

The 'Inf-War'-community can use this to give one side a bit more or less cash than the other.

Standard Infiltration : you get the amount we have now Or something that is adjusted to allow a you to use all the weapons in the armoury. (not in one loadout of course)

And on some servers they can increase/decrease the amount if they think that allows for better loadouts.

asmodeus
5th May 2001, 06:08 PM
not bad idea JAFO... give the server options for the amount of money each side has for loadouts...

LCJr.
5th May 2001, 09:34 PM
What about an order of battle type setup? Something like a squad of 12 has a limited and set choice of weapons and each person is limited to only one primary.

Example:
12xAssualt Rifle brand X
1x Sniper Rifle
1x Shotgun
1x SMG
2x GL
or whatever

So in a basic rifle squad everyone could take AR's. Or you might go with the Cmdr. carrying an SMG, a pointman with a shotgun and a sniper while the rest have AR's. Basically ignore the money altogether and give all teams the same options to choose from and let the best team win:)

How far is INF-War planning to go with the terrority thing? Are some terrorities going to be designated as recruitment centers or manufacturing bases? For example the lose of a terroritory could limit your reinforcements or types of weapons/ammo available in the next round.

The_Fur
5th May 2001, 10:01 PM
How far is INF-War planning to go with the terrority thing? Are some terrorities going to be designated as recruitment centers or manufacturing bases? For example the lose of a terroritory could limit your reinforcements or types of weapons/ammo available in the next round.

well that is my idea, but I'm afraid we cannot check or controll what weapon is available in which quantity and to whom... yet.

asmodeus
5th May 2001, 10:08 PM
Yes, of course that would be the best... but it would be quite complicated.

It might happen sometime...

I think what we are going to do for now is get something simple yet realistic going.

RPs (ressource points) will most likely be used for now and represent everything important to war-waging