Updating Brickstown and the Ziggurat
I would LOVE the escape event.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I can dig it. I find it funny that there are daily escapes redside, but it seems pretty tame blueside. It might make sense to have the generic villain bosses encountered in safeguard missions be the escapees, to rationalize why they seem to be causing mayhem so often.
As an aside, it would be cool if troops from all villain factions could be seen escaping as well, to explain why after so many 'arrests' from heroes, the factions still have plenty of minions to use for cannon fodder.
I want!
Actually fairly similar to, but more depth than, a similar "breakout zone event" my wife and I had discussed at some point. Like the idea of one or more EB/AVs and a Flyer spawning. Our original idea was more along the lines of a swarm of prisoners in the minion to EB range storming around the zone until subdued.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
I can dig it. I find it funny that there are daily escapes redside, but it seems pretty tame blueside. It might make sense to have the generic villain bosses encountered in safeguard missions be the escapees, to rationalize why they seem to be causing mayhem so often.
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http://wiki.cohtitan.com/wiki/Rogue_Isles_Villains
That definitely sounds cool too, although I think they'd still be in their orange jumpsuits during the breakout. I could definitely see "Council Prisoner" and "Hellion Prisoner" and so forth like in the villain tutorial.
Sounds interesting, and a better update than some.
Add the occasional "go inside and help" somehow, as well. *shrug*
The only thing I'm not particularly fond of is the AV and prisoners. I don't find Scrapyard *all* that fun - well, other than on my plant/thorn, from the masses of scrapyarders. Not all that sure about having EBs come along to help, either.
Wouldn't argue with having the flyer, and the occasional EB rampage. The AV, I think I'd go for some sort of trigger event - either that or have them exclusive. If an EB is still out causing trouble, the AV won't show. If the AV's out, no flyer. (Potentially.) Just to keep it somewhat mixed up (as opposed, again, to the "Eternally spawning Scrapyard.")
Generally, though, sure, sounds fun.
Awesome idea. More zone events like this = good.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
/Signed! Splendid, well-conceived idea sir Very nicely hooked with the Villain's 'Breakout' tutorial thingy
A capital idea, my good sir.
/signed
Definitely this.
Hmmm, could actually START the whole thing with the flyer landing in the yard (anyone who's done the villain tutorial knows the spot ), and spawning a swarm of Arachnos troops who storm INTO the Zig. A few minutes later, out they come with their new Project: Destiny "recruit", with the prison leaking standard prisoners the whole time.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
Escape Event sounds like alot of fun
I can dig it. I find it funny that there are daily escapes redside, but it seems pretty tame blueside. It might make sense to have the generic villain bosses encountered in safeguard missions be the escapees, to rationalize why they seem to be causing mayhem so often.
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So the reason why the Zig is relatively calmed down by the time you get there is because the villains all escaped 30 levels ago. This actually provides a possible retcon explanation as to why there's all those prisoners out on the street in the first place.
*cough* >_>;
That said, yes, I would love to see either a zone event or a TF or both that involve the Zig.
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to TO THE END!
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I like, especially ending with the story tie to villians side. and...
[QUOTE=IanTheM1;2228693]This actually provides a possible retcon explanation as to why there's all those prisoners out on the street in the first place.
QUOTE]
This.
Great idea.
I would love it if players from villian side could help the AV/prisoners escape in the Escape Event. Maybe they need to help 30 prisoners escape for it to be success for them.
Not sure how this would be done, but it would give a feeling that the heroes are trying to stop something big going down.
Bring on the wall!!!!
Why's it got to be just Arachnos flyers? Why can't Circle of Thorn mages and demons tear down the fence to break out their fellow mages. Or Crey tanks helping breakout Lady Crey?
As the Circle of Thorn mages and demons are attacking the fence the siren would go off, the turrets would activate, and prison guards would rush to stop the infiltrators. Once the CoT are in they'll go to the sewers or they'll go to multiple wall weak points and start breaking out their fellow mages. Once the fellow CoT are out of the main compound they'll rush to the holes they made in the fence destroying anything that get in their way, to include other prisoners.
The Lady Crey could accur the way a CoT break out does with tanks attack the fence to get in or a few Crey helicopter could fly in pausing at different points so Crey agents could slide down ropes to gain tactical advantage points; patrol the area shooting prison guards, Longbow and heroes with their mounted guns; and one or two could land letting out a few medium sized groups of Crey tanks that rush to different point along the wall. Once the Crey tanks are at they wall they'll set up explosives, run away a bit, the explosives will explode making holes in the wall, and they'll rush in to get Lady Crey out. While the tanks are going in the agents will head to the landing zone and wait there until the tanks show up. The tanks'll then run back the helicopters get on them and start to fly away. The helicopters that were patroling the area will land to pick up the agents and they'll fly away as well.
Council will come in with the largest force through the front gate and/or a few points along the fence that lead to doors of the outer buildings. The Vortex Cor Leonis will follow a charge of Zenith bots. The hoverbots would fly over the fence attacking prison guards patroling the catwalks and the prison snipers on the guard towers. The mech men would destroy the walls and they and the Vortex Cor Leonis would enter the holes in the walls. Some of the Vortex Cor Leonis would enter doors of the outer buildings and exit through the higher level doors to patrol the catwalks and set up Penumbera Elite Sharpshooters at the towers. The remaining would if have gone through the front gate would head to the front doors with the Zenith bots and/or head to the sewers. When they exit the the main compound they'll have Council prisoners, where some of them after moving some from the min compound will transform in to warwolves. The Council will then fight their way out through guards coming out of the main compound and Longbow coming in from the outside.
Freakshow will bust in attack whatever; will sometimes become so distracted with destroying things they'll forget why they even broke in and leave out of bordom after a few minutes.
A riot will brake out and some of the prisoners will escape.
During a prison breakout any combination of events could accur at any area. And generic villains will take advantage of the situation and make an attempt to escape.
If it ain't broke set it on fire, then say it was a fault in the design.
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Great idea.
I would love it if players from villian side could help the AV/prisoners escape in the Escape Event. Maybe they need to help 30 prisoners escape for it to be success for them. Not sure how this would be done, but it would give a feeling that the heroes are trying to stop something big going down. |
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Why's it got to be just Arachnos flyers? Why can't Circle of Thorn mages and demons tear down the fence to break out their fellow mages. Or Crey tanks helping breakout Lady Crey?
As the Circle of Thorn mages and demons are attacking the fence the siren would go off, the turrets would activate, and prison guards would rush to stop the infiltrators. Once the CoT are in they'll go to the sewers or they'll go to multiple wall weak points and start breaking out their fellow mages. Once the fellow CoT are out of the main compound they'll rush to the holes they made in the fence destroying anything that get in their way, to include other prisoners. The Lady Crey could accur the way a CoT break out does with tanks attack the fence to get in or a few Crey helicopter could fly in pausing at different points so Crey agents could slide down ropes to gain tactical advantage points; patrol the area shooting prison guards, Longbow and heroes with their mounted guns; and one or two could land letting out a few medium sized groups of Crey tanks that rush to different point along the wall. Once the Crey tanks are at they wall they'll set up explosives, run away a bit, the explosives will explode making holes in the wall, and they'll rush in to get Lady Crey out. While the tanks are going in the agents will head to the landing zone and wait there until the tanks show up. The tanks'll then run back the helicopters get on them and start to fly away. The helicopters that were patroling the area will land to pick up the agents and they'll fly away as well. Council will come in with the largest force through the front gate and/or a few points along the fence that lead to doors of the outer buildings. The Vortex Cor Leonis will follow a charge of Zenith bots. The hoverbots would fly over the fence attacking prison guards patroling the catwalks and the prison snipers on the guard towers. The mech men would destroy the walls and they and the Vortex Cor Leonis would enter the holes in the walls. Some of the Vortex Cor Leonis would enter doors of the outer buildings and exit through the higher level doors to patrol the catwalks and set up Penumbera Elite Sharpshooters at the towers. The remaining would if have gone through the front gate would head to the front doors with the Zenith bots and/or head to the sewers. When they exit the the main compound they'll have Council prisoners, where some of them after moving some from the min compound will transform in to warwolves. The Council will then fight their way out through guards coming out of the main compound and Longbow coming in from the outside. Freakshow will bust in attack whatever; will sometimes become so distracted with destroying things they'll forget why they even broke in and leave out of bordom after a few minutes. A riot will brake out and some of the prisoners will escape. During a prison breakout any combination of events could accur at any area. And generic villains will take advantage of the situation and make an attempt to escape. |
I've been suggesting an escape event for ages - the zone is totally begging for one - but I'd keep it as an Arachnos attack, to fit in with the CoV tutorial.
@Golden Girl
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Any more feedback before I consign this suggestion to the dustbin of the forums?
This post came up when i googled Ziggurat, i know it's old but i'd love to see t
this.
Another addition i would want to see is an inside to the Ziggurat.
Old idea? Yes. Great idea? Definitely. 100% /signed for the OP.
Also adding a tram to the south-east side of Bricks would be lovely.
Brickstown is showing its age. As far as I can tell, it's the only city zone that hasn't been touched (other than to drop in an AE building and a merit vendor) since the game released more than 5 years ago. So, here are some ideas to update Brickstown and the Zig:
Updating Brickstown
If any section of the city deserves a heavy police prescence, it's Brickstown. PPD squadrons patrol the area around the Zig, busting Prisoners and Freakshow. To keep up appearances, Crey has also provided Paragon Protectors to patrol the area. Away from the public eye, they are their normal, evil selves, though. Escaped prisoners can be seen dealing with Crey, Freakshow and Council, selling secrets and rejoining their old villain groups.
Updating the Zig
Officials at Ziggursky have finally taken steps to reduce the number of escapees and unsupervised prisoners in the yard. Sqauds of PPD and Security Guards patrol the catwalks above the prison walls. Pop-up anti-personnel guns have been installed around the perimeter - use of deadly force to prevent escape IS authorized! Prisoners are now actively trying to break out instead of standing around in the yard. Some are working on dismantling the fences. Others are just trying to climb the fences.
Ziggurat Escape Event
Even the most secure prison on the planet has archvillains escape every now and then. On a random timer, an above average number of Prisoners start spawning out of the sewer grates in the yard of the Zig. A message goes out on the alert channel that a riot/breakout is starting. After a few minutes, an imprisoned AV (to be chosen from a group) spawns at the SE corner of the yard and starts heading towards the NW corner, taking a mass of Prisoners with them (like the Ghost of Scrapyard event). The AV and the mass of Prisoners is strong enough to wipe out the PPD/Guards in the yard and the anti-personnel guns.
Heroes arriving on the scene can attack the AV directly, or they can pick up power dampening guns from the guard towers surrounding the prison. These guns have a slowing effect and reduce the accuracy of the AV, just like the power that keeps most prisoners under control inside the Zig. The AV will fight whoever they encounter, but should arrive at the NW corner about 10 minutes after spawning.
When the AV reaches the NW corner (unattacked), OR when the AV is at 50% health (attacked), half a dozen Rogue Isles Villains spawn from the sewer grates and head for the NW corner. At the same time, an Arachnos flyer spawns and lands inside the yard. The Rogue Isles Villains and the AV board the flyer if they survive to the landing point. The flyer takes off and the event ends.
What do you think?