Sirens Call - why add buff/debuff missions?


confess

 

Posted

Hmm well as long as the missions say take at least 20 mins to complete, could be an advertised list of missions to go and stop on the enemy side.

My only thought about outdoor missions, would be it might degenerate to a ganking situation.

Side with most numbers could win, similar to the hotspots, after all even if only you know where x is happening, doesnt stop you bringing your SG/VG and the pet cat.

At least with an instance the numbers could be forcibly balanced. It could potentially still leave issues such as stalker teams ASing teams. Something would need to be done to make it a tactical battle. The one that would really lend itself to it is the kidnap mission, can the villains/hero's get the commander out before the other side get him to safety....a la capture the flag style.

Just playing devils advocate btw so dont be mean I am tooooo cute for that


 

Posted

You can only forcibly balance indoor missions by numbers. A team of controllers or Stalkers could easily wipe the floor with the opposition, so I don't think the instanced versions would be any less of a gank-fest.

Aditionally, balancing really means limiting the number of people on the incoming side to the same as the currently active team. What that means in practice is that you would hardly ever arrive to find you could actually join a mission.

The other alternative is simpler, of course. Cryptic remove the buff/debuff effects entirely. I would have no complaints.


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Posted

[ QUOTE ]

The other alternative is simpler, of course. Cryptic remove the buff/debuff effects entirely. I would have no complaints.

[/ QUOTE ]

I would be a quick easy fix and seemingly please most people, I think the high XP missions are a good idea to gte people in the zone as you never know, they may dabble in pvp and stick around. From the posts in this thread I dont think anyone will miss the buffs/debuffs and would prefer consistency (me anyway )


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Posted

I wouldnt mind the buff/debuff being removed. Problem is, PvE people interfere with PvP content (the buffs). If I remember right, there were plans for doing PvP mishes, yet it is still too hard to implement.

My idea would be to remove them now and just have normal mishes with the extra xp and risk of getting killed on your way there. Once/If we can have pvp mishes, you can add the buff/debuff on those mishes, to ensue only those interested in PvP can affect the PvP game.

I wouldn't suggest removing the mishes completely as they are indeed good xp and there is no reason to remove PvE content if you can just stop it from interfering with PvP content.

Another idea might be that the exemped people can still get mishes from the contact to counter those buffs/debuffs.


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

I have another problem with these missions, the fact that they can be outleveled. What are level 50's supposed to do about the debuffs?


 

Posted

yeah thats the major prob of it all, if ppl who have outlvled it can actually do the mishes themselves, they can counter the debuffs.

Also another thing i thought of, as soon as you accept a mish in the pvp zone, your "pvp in:" timer disables. Cause most of times those 25 secs (as soon as you are able to call contact anyway) are enough to hop from mish to mish. People can affect the PvP game, gain extra xp through "risk", without actually be at risk of being PvPed.


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright