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Old 07-06-2010, 10:54 PM
Ninja2dan Ninja2dan is offline
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Join Date: Mar 2009
Posts: 55
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In the vanilla game I did try capturing towns on my own, but nearly every time I would lose the town just minutes after I left it. And it didn't matter if I was working towards the Government side or the Rebels side, the towns would always revert back to someone else's ownership.

I'm wondering if you guys have been able to successfully capture and hold a town after leaving it, without having to place militia there. And what benefit does capturing a town actually have? This isn't Command & Conquer, towns don't provide additional income or resources, so I don't know what the purpose even is.


Knowing that about the banking system, I can't see myself ever using it. Knowing that even if I had $2m in cash, if I for some reason forgot to pay towards a loan for only $150k, I'd actually lose the full 2m instead. Not worth the risk. But what about people that owe $100k, and only have $25k in cash? If the loan defaults, they'll lose the $25k but their debt will be cleared back to $0?

The same goes for the auto repo. The player could have over $1m worth of items in the trunk, but if they are late on the payment they not only lose their car but also the entire stockpile of items inside it. Those just seem like overly-harsh punishments for being late on a payment for what ever reason.

I think I'd rather see something that is a form of punishment, but more along the lines of an annoyance and reminder to get their payment made. The idea of random encounters from "The Muscle" would work well for this. But instead of sending a group of well-armed thugs after the player's group, how about a larger force with low-tech weapons? This way the player can't exploit the encounters as a means to stockpile on weapons and ammo. Using more enemy will in theory overwhelm the player's group, and even if the player survives with minimal injuries the annoyance of these frequent battles might get them motivated to pay their bill. What do you think?
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