Town Control (Season 6)

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This Town Control system was introduced in the beginning of the Season 6 brought by Changelog 06/01/2012 and server wipe.

Influence

When some faction is in a TC-enabled town, their mere presence, if it meets a certain condition (needs to have a certain number of people present, with sufficiently gear), increases influence in town and decreases influence of other factions, higher influence unlocks more options for the dominant faction.

You gain more influence points per member if their equipment is better.

Letting other people mine in the local mine (if there is one), will get the currently influencing faction a boost in influence depending on how much that person mined from the mines. This reward is only given if that person leaves the town safetly. If the person is killed before, no influence bonus is given.

Action Influence required
Receiving rewards 5
Better rewards 15
Hire Militia 25
Enact Laws 50


Town Who to talk to (Town leader) Number of people required to gain influence
Gecko Harold. 4
Modoc Jo (In the General Store). 4
Redding Sheriff Marion (In the Sheriff Office). 4
Klamath Slim Picket (In Trapper Town). 4
Broken Hills Marcus (In front of the FLC bank). 4
Den Metzger, in slavers headquarter 4

Militia

Note: Militia has been disabled in all towns in Changelog 03/07/2012.

A militia is a small force that helps the faction protect the town from hostile factions trying to take it over. The militia react either when the faction goes the town leader and speaks to him, claiming control, or one from the controlling faction attacks someone, they will then assist them as good as possible.

The militia in every town works the same, when you hire a militia NPC, a random level is picked, random equipment (ranging from knives to rocket launcher), they are giving unlimited ammunition, and of course it's not possible to loot them. Another thing, which differentiaties militia from other NPCs, is that they are assigned random perks. It's also possible to assign a list of friendly factions that they will consider friendly. This list can be edited at the town leader, and is reset when a new faction takes control.

When a militia dies, there's a small chance that it will respawn instead of disappear.

The cost per militia is currently 500 caps. After successfully taking town it's possible to recruit 8 militia and 1 more for each (real life) hour town is hold up to 20.

Reward

Additionally some ammo is provided, depending on the amount of influence.

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