Rikti Raids as they SHOULD be.
perhaps a compromise, then? If the ships paths were adjusted to that they wouldn't come near enough to the actual objectives to hit the hypothetical lone hero? I see the ships as being there to keep the entire zone confused and frightened, and the troops (which already exist in the second part of the current version) there to actually get jobs done.
Also, there's something else to consider: In the Single Hero scenario, that hero is going to be defending one spot against constantly spawning Rikti for 25 minutes (your base fifteen, plus the other two objectives) This would end up being either nearly impossible (from the agro cap alone) to almost unnecessary (having an objective with enough hit points to withstand 25 minutes of attacks without defense) It's very likely for a character to be defeated during a fight that long, either from running out of endurance because of constant attacks, or just from sheer numbers.and if one of those two aren't happening, the character has been run off to rest, given the invaders several seconds of free attack at the objective. |
You second point is well taken. Because the Rikti would be coming in force to attack the targets, they wouldn't be in groups scaled to the number of heroes present. That means a single hero might easily be overwhelmed.
I'll have to give this point some thought. I'm open to suggestion, here.
I'm not sure I want to take the ships away as a threat. As they are now, they're really little more than window dressing for the simple reason that they are essentially unassailable.
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It takes a large organised force for sure, but plenty of dropships get taken down by those so minded.
Check out http://samuraikoproductions.com/Videos.html
Scroll down to the bottom right for
MUSIC VIDEOS:
CITY OF HEROES/CITY OF VILLAINS Music Video - "Dropship Down" (Rage Against the Rikti Dropship Challenge, Virtue Server) (~85MB)
Its one of Dark Respites better vids IMHO.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
The unassiable portion of that is just not accurate.
It takes a large organised force for sure, but plenty of dropships get taken down by those so minded. Check out http://samuraikoproductions.com/Videos.html Scroll down to the bottom right for MUSIC VIDEOS: CITY OF HEROES/CITY OF VILLAINS Music Video - "Dropship Down" (Rage Against the Rikti Dropship Challenge, Virtue Server) (~85MB) Its one of Dark Respites better vids IMHO. |
As one of the cooler things about the raids, it's a source of disappointment for many that they are so fast, so tough and so damaging that they are essentially untouchable.
I'd also like them to be more involved in the invasion, because they're cool. That also means thet have to be easier to fight. Not EASY, just easier.
I suggested EB level, because that's a challenge for most heroes, but not undefeatable by anyone. Going to AV or GM level would make them impervious to many characters, of any level. Lower level characters would find them virtually invulnerable, because they wouldn't be able to do enough damage, and they wouldn't be able to keep up as easily. Also, pre-stamina, rays that drained endurnace (rather than bombs that do it) would make them a little harder to attack in the skies. If you see where I'm going with it...
As a general idea, I think that there *should* be more at stake where Rikti Invasion events are concerned. As it stands, they invade a zone, go through their motions, and then leave again, even if that zone is completely unoccupied. There's nobody there to fight them back, but they leave anyway?
I don't think it needs to be as complicated as the seed of this thread suggests. But I do think that if they invade a zone and aren't opposed, they should continue to have a presence, maybe by comprising 1/3 of that zone's normal mob spawn -- or even double their numbers, in certain places like neighbourhoods in Founders' Falls where they're already found. In order to remove them, there could be a zone-wide "defeat 1000 Rikti" trigger, after which all remaing Rikti spawns teleport out in retreat. Players wouldn't be *forced* to interact with the Rikti, and the Rikti presence wouldn't prevent Players from doing their normal business in that zone, barring the normal risk of running afoul a mob of NPCs by just running down the street.
W4E
I posted this elsewhere, and received positive feedback, so I am posting it here as an actual suggestion.
I enjoy the raids, as they create a sense of accomplishing something that the game lacks otherwise. I mean, I can stand on a corner and beat the living snot out of thousands of Hellions or Council, and it makes no impact on them whatsoever. Even so, I think the raids could and should be reviewed. The gist is that the Rikti should have OBJECTIVES. That is, they're invading, so what are they trying to accomplish? I'd do it like this. First, when the raid is first announced, three targets would spawn in each zone. They might be different from zone to zone, but the idea is that the Rikti are going to attempt to destroy these targets. I'll use Atlas Park as an example. The sirens sound, and a military bunker spawns at City Hall. A couple of minutes later, the ships start flying in, dropping bombs. At the same time, ground troops will start entering from the gates. Both the ships and troops start moving toward the objectives. It will now be up to the heroes to stop them from destroying the objectives. Note that this would require making the ships MUCH more assailable. No stronger than Elite Bosses, it would need to be possible (though difficult) for a solo hero to destroy one. They should move around the speed of unslotted hover. Their beam weapons should be much less powerful but the bombs should do actual DAMAGE, and lots of it. If the heroes stop the Rikti, the raid ends. If they fail, and the three objectives are destroyed, Atlas becomes flagged as a war zone, and Rikti troops will begin beaming in as they do now. When this happens, the Rikti will move into one of the adjacent zones (eg. Steel Canyon) and a new battle with three objectives will begin THERE. This move from zone to zone will continue until the Rikti are stopped. Zones "captured" by the Rikti would remain in warzone mode until the Rikti are stopped. Signature heroes in the zones should become active and participate in the fighting. For example, when Atlas Park is attacked, Ms. Liberty would help the fighting if Rikti troops come in range of her. As an aside, consider that this would spread heroes and Rikti out as there would be at least three forces plus ships to fight, which would reduce the apalling lag we get now. If the entire city is captured, I'm not sure what to do. It would be highly unlikely, but you never know. I'm open to suggestion here. What do you think? |
>QR<
Perhaps making the raid on a timer if it should be failed. Say "The rikti have accomplished their goal for this zone, therefore they are moving to another target" And have it that way so only 1 zone is affected. Kinda like a "Chain Induction" of raids. It will never hit more than 1 at a time (2 may overlap, not terribly familiar with the mechanics of that power) but it just keeps jumping around.
But anyways I like this idea, but at first I thought you were talking about the Mothership until you mentioned Atlas Park, which wouldn't be fair to the ship raiders who would have to rely on outside help.
perhaps a compromise, then? If the ships paths were adjusted to that they wouldn't come near enough to the actual objectives to hit the hypothetical lone hero? I see the ships as being there to keep the entire zone confused and frightened, and the troops (which already exist in the second part of the current version) there to actually get jobs done.
Also, there's something else to consider: In the Single Hero scenario, that hero is going to be defending one spot against constantly spawning Rikti for 25 minutes (your base fifteen, plus the other two objectives) This would end up being either nearly impossible (from the agro cap alone) to almost unnecessary (having an objective with enough hit points to withstand 25 minutes of attacks without defense)
It's very likely for a character to be defeated during a fight that long, either from running out of endurance because of constant attacks, or just from sheer numbers.and if one of those two aren't happening, the character has been run off to rest, given the invaders several seconds of free attack at the objective.
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