""A Dynamic City Suggestion: Rivisited!""


Anti_Proton

 

Posted

Quote:
Originally Posted by Evangel_EU View Post
Hey,

I posted a suggestion very similar to this in reply to a question on the EU forums about a sense of achievement in the game:

http://uk.boards.cityofheroes.com/sh...5&postcount=37

great minds and fools etc..

anyway, I honestly think it would work, and work quite well. Players could get custom bosses/EBs/AVs and really feel like they've helped out. For those saying that the mobs would be too high a level for lowbies, they wouldnt be if you restricted them to +1 or +2 the Zone max (and having the mission locations make sense would help too!).

anyway, have a read and i hope it helps you level a bump or two in your own thinking and maybe findd a solution to the contra arguments. The basic idea is linked above and it gets fleshed out a bit more as argumetns are made for and against it in the rest of the thread (only 2 pages).
Haha, your thread is awesome, very thorough. However I would prefer that not the whole zone change at the sametime, but in blocks, or quadrants,, a zone map broken up into blocks to which such blocks can have its separate degrees of corruption.

In effect the zone could develop a sort of slum or Ghetto area depending on the mobs that are local to that area. So if you have Crey in that block of the zone, they'll start building some Crey-ish stuff, have more Agents pretending to be Civies, etc.

I am in concurrence with the safety zone rating system you have devised.

Considering however the point everyone has brought to the plate, that new mechanics to the game shouldnt be force or have consequences due to inaction of sorts, I would say that IMO it wouldnt be that much of a consequence at all if the cosmetic changes would really only apply to the surrounding areas of Capital centers or Hero Trainer Centers.

It flows from the notion that the city may not have enough resources to maintain the whole city but they can maintain order consistently in certain areas of authority, and the rest of the city becomes loosely dependent on heroes to maintain.

One would never see the Center of Atlas to ever be in such disarray, since it is where a government building is located and not to mention Ms. Liberty is standing outside.

I spoke of "threshold" before, this threshold I speak doesn't just abruptly begin or end, where a line becomes evident that one side is well maintained, and on the other side of it isn't and a ton of highly ranked (not levels) mobs are simply standing beyond it. I mean for it to be a threshold that is Ramped, or graduating to articulate that whoever is automaintaining the area zone blocks or quadrants have vision.

Those are Automaintenance blocks, its surrounding areas have a graduating threshold that keep the mobs from ever developing, Heroes that are new can slowly hunt their way into the slums and eventually, if they want to, take out the Elite bosses or bosses inside the activated doors due to the unabated advancement of block mobs.

Oh, and that escort mission is great too, their like random civilians that ask you to help them to get from point A or point B, even maybe upon accepting that mission as you escort along the way, series of ambushes occur that tries to mug the civilian or even a whole tour group, lol.

TheHermit


 

Posted

I like it.


 

Posted

well, the idea was that the zone (say atlas) would be divided into "neighbourhoods" almost along the same lines as the current colour divisions on the map. that way areas can be ignored and go downhill while more popular areas are easier, criminals tend to steer clear of areas where heros patrol regularly.

additionally, some zones would have "anchor" areas. atlas would have city hall as an anchor, this area, by default, influences the surrounding areas to make them better while some zones have a dark anchor that is the source for the disturbances and is hardest to change for the better. this way, each zone will have a natural tendancy.

fully agree with the graduating threshold by the way. sort of what I had in mind but seems to have been lost somewhere between head and hands


 

Posted

Quote:
Originally Posted by Evangel_EU View Post
well, the idea was that the zone (say atlas) would be divided into "neighbourhoods" almost along the same lines as the current colour divisions on the map. that way areas can be ignored and go downhill while more popular areas are easier, criminals tend to steer clear of areas where heros patrol regularly.

additionally, some zones would have "anchor" areas. atlas would have city hall as an anchor, this area, by default, influences the surrounding areas to make them better while some zones have a dark anchor that is the source for the disturbances and is hardest to change for the better. this way, each zone will have a natural tendancy.

fully agree with the graduating threshold by the way. sort of what I had in mind but seems to have been lost somewhere between head and hands

By George, Evangel_EU, You hit the nail on the head! lol

This dynamic content isnt like RV at all. No one needs to be force to do anything or the map reset itself just because no one is doing anything. Its really not playstyle invasive at all, just adds a little more depth to each zones.

I have already amended my suggestion in consideration of the concern of "safety zones" and with that, "Safety Zones" will still be so.

Unlike RV which involves the whole map to shift and change at the same time dynamically, my suggestion breaks up a zone into blocks or neighborhoods as Evangel_EU has put it and it is within these blocks that a type of mobs that inhabit it naturally will advance themselves and bring about cosmetic change to the block or neighborhood according to the mob theme.

By "advance" I mean, from minion becoming LTs and LTs becoming bosses, but still the same level.

And along with the changes, if the neighborhood gets left alone long enough, a door boss or elit boss of the same level would become active. But this elite boss of the same level isn't outside for all the players to accidentally bump into, no he is in an active door that becomes active, this instance is a public one, anyone willing to take down this elite boss to reset the neighborhood down to its original spawn and clean up the mob cosmetic changes outside can go in, either as a team or solo.

If after this elite boss doesn't get taken out even if you take out all the mobs in the neighborhood, the cosmetic changes maintain and when the mobs respawn, it will be less minions and more Lts and skips the first stage mob level, and still the same level of course of the zone standard mobs inhabiting that area.

Spawning with elite-boss still not taken out, may perhaps be a bit quicker, but if the eliteboss is taken out, the respawn of the mobs will take longer, and maybe extra civilian population will be seen more with animations that make the civilians look like theyre cleaning up the neighborhood and restoring it to normal.

This will add new depth to streetsweeping, a new self appointed mission, and after taking out so many Elite bosses and reverting neighborhoods to an even safer zone state, one could earn a badge called "Cleaner" or maybe an Accolade called "Cleaner" after collecting badges that involve streetsweeping. The Accolade could provide a reduced chance for Knockbacks and stuns.

TheHermit


 

Posted

Here's another possible cool advancement, if certain number of neighborhoods in a zone reaches the stage that produces an elite-boss, one of the elite boss will become an Arch Villain, of the same level still of course.

Only one AV per zone of course, this would represent that the criminal element has had time to promote the toughest and baddest of them all and organize themselves.

But perhaps then again, an AV maybe too much lol.

TheHermit