The Outpost Code

Playing by the code means you take the trade goods and don't unnecessarily steal influence. Really nice when players allow this especially when you run into these players:
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DLHggbatsSurvivor420

Comments

  • SmittySpivey3SmittySpivey3 Member Posts: 324
    Three against two was cheap so I didn't kill his defenders. lol
    Survivor420
  • HelioHelio Member Posts: 522
    So how is a person to gain influence then? This "code" seems silly to me... kill if you want more influence, it's as simple as that...

    GebobssborgDusky
  • SmittySpivey3SmittySpivey3 Member Posts: 324
    Helio said:

    So how is a person to gain influence then? This "code" seems silly to me... kill if you want more influence, it's as simple as that...

    Yeah there are two cases, if you want to climb the tiers as intended that's cool but you'll spend gold on healing. The second case is where I need enough influence back before cycle ends to stay in my tier.
  • JadenJaden Member Posts: 3,028
    Might be possible that mine are also easy to reach with any other survivor. Gotta check that. But with a scout it's no problem at all, of that I am 100% sure.

    I just try to stay in my current tier and am always glad to see people just grab the TG and leave. To me - as someone not caring about influence - that's a win-win. I also win about half, lose about half. I don't have to worry about staying in my tier for the time being.

    If I raid I only kill if people block the TGs. Otherwise I leave the defenders in peace.
    Leader of Morbid Sinners and Morbid Spirits

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  • InvaderInvader Member Posts: 2,066
    edited February 2017

    The second case is where I need enough influence back before cycle ends to stay in my tier.


    Second case just applicates to the highest 4 tiers ;)
  • MovadoMovado Member Posts: 863
    I acknowledge this is wonderful concept in theory. And yet, inherently a made-up-self-declared type of "code." Therein lies the problem; for it to truly be a code, there needs to be: (A) consequences, for which there is none, and should be none. (B) uniformity in application of such code, for which there is none.

    I also acknowledge players are entitled to setup their own outposts as they deem fit, and I always raid with assumption there will be bloodshed. Even in my intentional dips in Influence I rarely see adherence to any such codes...it's always a hit-or-miss-clusterf*cks out there in Outpost world.

    Thus, I adopt the personal philosophy of: Create one's own clear path to TG's through necessary violence; because dead men don't block crates.
    SCBMAkryptonixInspTurbinesTheCrab
  • JadenJaden Member Posts: 3,028
    We would need a global chat to discuss things like (B) and we don't have one. (And maybe "code" is the wrong word for it, too... dunno... no one needs to "follow the code", it's just nice to see "free TG outposts" sometimes.)

    I go by guesswork - if someone puts his crate 2 steps from the entrance and his guys far in the back I presume it means "take the TGs and don't kill us, please". If someone blocks the crates I guess it means "all in, may the best one win". Doesn't mean I always go "all in". Sometimes I just call it a day and look for another outpost to raid.
    Leader of Morbid Sinners and Morbid Spirits

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  • MovadoMovado Member Posts: 863
    edited February 2017
    @Jaden , you have good observations, and I respect that. Perhaps that's a code within a code, of sorts. If TG out in front and defenders tucked away, that's a clear enough signal of defenders' generosity & hope; making it easier to live and let live. I accept that.

    But, for those proclaiming that "only if you bring a scout then it's reachable" that's unacceptable for me (and only speaking for myself). I never use Scouts in raids. So, I guess, it's not reachable then, so bullets shall ring through the air.
    SCBMA
  • JadenJaden Member Posts: 3,028
    You're right... I hope my crate is easy to get for everyone (I used the map that got them closest to the gate for the map set I use - can't even recall which one it was). Now I really gotta check that. :p (Still wish we could somehow test our own defenses or at least see how they actually look, not just on a board...)

    Though I always bring a scout just in case you can never expect everyone to do so.
    Leader of Morbid Sinners and Morbid Spirits

    Morbid Survivors are looking for you! If you are looking for a new guild, PM me.
  • JadenJaden Member Posts: 3,028
    edited February 2017
    Okay, there are 6 grids between the gate and my crate... I don't even know if that can be reached by everyone and not just a scout. :# (That's how much I care and know about raiding. Ahem...)
    Leader of Morbid Sinners and Morbid Spirits

    Morbid Survivors are looking for you! If you are looking for a new guild, PM me.
    SCBMAbigbeano
  • DLichDLich Member Posts: 5,526
    I personally hate when people block the crate. On days like today when I don't buy unlimited gas it's nice to not have wasted gas by facing outposts where people blocked their TG's. That's my main gripe about it.

    Since I can't prevent players from choosing to block the crate I can prevent facing them by skipping their outposts. There's a list of players that block the crates. @Movado I have been presented with your outpost many times but never made the visit. :smile:

    I swore I'd never play outposts with a list but got so tired of wasting half my gas so a player whom I am thankful for has one and I've added my own names of ones that block and now I have a 99% success rate of TG crate runs.

    If you can't get everyone to follow the code then just avoid those that don't :)

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  • DLichDLich Member Posts: 5,526
    And please understand I think players whom block the crates are well within their rights to do so; it's their strategy and I would never want NG to change the way they play because I didn't like it and I didn't benefit from.

    Blocking TG crate and minimal low level walkers is a strategy that's within the game.

    That's not to be confused with the less than 6 outpost walkers which is a game glitch issue, not a player issue.

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  • feracolyteferacolyte Member Posts: 163
    i play 13 or so rounds of outposts every 4 hours to use up my gas. i have 4 teams of scout + hunter/shooter/assault who are equally efficient at grabbing TG with no injuries.

    if the crate is blocked or too far for the scout to make it in one turn, i'll just dash for the crate and take a few injuries if i'm confident i can get the TG. of those 13 raids, maybe a quarter of them are unfavorable so if i get all my teams badly injured, they're fully healed by the time my gas is full again.
  • GrimGaelGrimGael Member Posts: 1,410
    I have a troupe. I've come to appreciate TG blockers, they nicely balance the raiders that run in and kill everyone. They are my sole source of influence. Change gear, hit the road. Always looking for a few good scouts, lol.
  • MabikiMabiki Member Posts: 1,732
    My TG is easily grabbed with or without a scout, but most visitors attack me anyway. I don't mind, and I get a sense of satisfaction when they lose or take a draw without getting the goods.

    If they win and take influence, no biggie. I expect it since attackers have the advantage. If I start losing every defense, then I try to find my defense weaknesses and correct.

    When I'm raiding, I appreciate those who allow a free path. But Outpost is incredibly boring to me doing straight TG runs. So I always attack TG blockers and might attack even if the crate is accessible, just to keep me engaged in the game.

    I'll never understand the mindset of players who get upset that others are attacking them or blocking TG. I guess for me, the purpose of Outpost is fighting, and TG is a side benefit. I want the TG, but grab and flee is just busywork for me. For others, it seems the TG is the point, and fighting is just a hindrance.

    To each their own.

    Dusky
  • CaptainslayerCaptainslayer Member Posts: 1,399
    I used to just leave when ppl block or put the tg out of reach but now I don't care if I'm taking 2hrs of hospital time and can't continue to play even on full tank, I'll kill them everytime.
    Proud member of dragons weyr a top 50 U.S. guild

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  • bigbeanobigbeano Member Posts: 602
    edited February 2017
    I just wanna know one thing,my outpost is maxed out and it will not offer me the setups where TG (Scooby snacks) are right in their face when they come knockin?Why is this,I don't get it! Suppose all I can do is make them scout friendly so to speak,but,much like some others I don't really even give a cow pattie about influence,so long as I'm over 3000,(way above that now),I'm content with bloodshed or peace.
  • MabikiMabiki Member Posts: 1,732
    @bigbeano
    Warehouse map 1/4 puts the tg right up front and so does Lake 4/4 , both accessible without scout. Might be others, but those for sure.
  • PigPig Member Posts: 1,870
    You need a scout to get my tg. I believe not bringing a scout is a sign of aggressive intent.
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  • bigbeanobigbeano Member Posts: 602
    @ Mabiki,i saw one of those would let me do that.The only thing is i can't fit all my fattys and robocops in that map.
  • MabikiMabiki Member Posts: 1,732
    @bigbeano
    If you want to utilize all your special walkers, I think you have to go with Quarry or Rural Field, and both can be set up for easy scout runs but not "in your face Scooby Snacks." Those two maps allow most spots for special walkers as I understand. Most people use rural field, but not sure if that's because it's so boring and long it lulls attackers into extra damage from walkers or because quarry has some apparent glitches.

    You'll have to choose as it doesn't seem you can have both easy non-scout TG and full spots for special walkers.
  • GrimGaelGrimGael Member Posts: 1,410
    Because I always bring a scout, and always attack blockers, I've come to like having them, paradoxically. Many a knife blade broken off in defender's skulls.

    I run lake as a public service. Rural fields was old several updates ago because everyone that was anyone was a double bagger. Now that the walker pit is a socialist proposition, putting out specials is just to give raiders xp. I'd do it, but I think it's more important to give people a break from rf at this point. Since we can't overload spawn anymore, anyone damaged by the pit walkers you don't have to worry about anyway. So run lake. It has it all, really. Some of the nastiest defenses I've come across have been lake.
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