PvP Bank Missions
This has been suggested in various forms before, but this post seems to be starting where most of the conversations end (and with the version of it I'm most happy with) - the instanced, signed-up-for bank mission.
Of course, it doesn't *have* to be hero vs villain. Two villain groups wanting the same thing from the bank works for me, too. Hero vs hero... doesn't make sense, but with GR coming, who's to say it's not a "grey" area or mistaken identity.
Currency... I don't think we need a new one. Expand "Bounty" across all PVP zones, and make it persistent so you don't lose it when you zone. (OK, I'm not sure how that'll work with RV's Temporal points, but overall, I'd say use bounty. It's the quicker picker upper.)
Stealth - is tricky, especially with so many dedicated PVPers already at the cap (and some ATs easy to reach it with.) A few possibilities:
- Temp powers you can pick up - from the already-extant IR goggles to the (IIRC) stealth suppression fields from currently-defunct base raids.
- Limit stealth to a certain radius.
- Passive anti-stealth - you're running with a money bag. Money drops out. Follow the trail. Yes, it's harder to do, but with a slightly higher detection radius (or the second point - base stealth amounts?) it'd work out - much like the water in BB and SC. Watch for the splashes.
- Make the PVP objectives counter each other - remove 3 items and recover them to one of 3 points (or however many are on a team.) Even if they're stealthed, the other team could retrieve and return them - which, of course, would require counter-stealth on both teams. Would probably have to be timed.
Hi:
I used the bank PvP as a sample, and a really fun thing to do, but I am also looking for other manifestations of instanced PvP opportunities.
I was thinking a variation of capture the flag would be a woot!
If you all can think of other things to do, please post them!
Hugs
Stormy
Isn't that - and I'm not being facetious here, honestly - what the Arena does? ISTR one of my villains meeting a friend's hero in the "cargo ship" map once via the Arena, long ago.
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I asked for new things to do, not old things that questionably work. Arena has its value, but its basically a grind on grind, no real objective or mission to achieve. I am not saying it can not be fun, but its fairly plain Jane.
So jump in the band wagon, and come up with new fun things to do in a PvP like fashion, lets be constructive and nurturing.
Here is another instanced opportunity, on group must escort a vehicle across a zone, the other most prevent it.
Hugs
Stormy
((sorry in advance about double-letters in words, as my keyboard sucks, and other bad spelling is 'cause i'm a bad speller =]))
I wrote a post a while ago on these forums which woould suit you perfectly.
Don't remember it all off by heart, and not gonna re-type it all, but the gist is this;
AA - Arena Architect
Situated in anywhere heroes and villains can meet up and work together (mostly Pocket for now, but when Rouge comes out there'd be space there)
In initial settings, you can choose 1 or 2 teams max. If two teams is set, you can cap out players to either 8 (4 per team) or 16 (8 per team), depending on map size, or choose the number of players that start on each team (which could become 1 vs 15).
Setting up the teams, you can choose to make them hero/villain only, or mix. You can also make it TvT, TvE or turn one team into a pvp group. You can also set NPC aliances for each team (which can act as world mobs or could only spawn around objectives) and give teams bonuses (giving them, for example, passive stealth, Slow, Rage, or any other de/buff)
You can choose to have 1 map or 2 maps; with 2 maps, each team will spawn in their own map - to allow races - with 1 map, you can choose for them to start at opposite ends, or make one team spawn alongside npcs near the current objective as defenders (essentially making them advanced mobs. Maybe give them a 'teleport to next objective' button).
You can change what happens when someone is knocked out - from standard death (with or without front-door respawns), respawning at the next/last objective (for defending/attacking teams respectivly), changing to the team that killed you, or teleporting to a new location - either floating in a stasis spell with a few enemy NPC mobs around (becoming a rescue ally situation), in a world object like a bodybag (as a clicky), or in a jail cell (on select maps)
These can be chosen on a per-team and per-killer basis, so being killed by an NPC could send you to respawn, whilst by another player traps you.
(maybe aditional extra options like you must click a dead enemy to send them to jail/stasis - like a clicky - and/or having wakies able to break you out of stasis spells/body bags to even out the game)
In objectives, you can set them to be team speecific, make it so that both teams go after them (first one gets it), or make them togglable (such as clickies that can be captured by either side). Tasks can also be set so that each team wants the opposite outcome - or set the 'resuce hostage' npcs to 'secure captive' npcs on opposing teams.
Objectives can be linked more effectivly (so you *have* to have one of them for the next one to be available), and these links can optionally be reversed for each team.
Options such as timers can be added to objectives, or increase the score for each second an objective is 'true'.
New objectives such as carryable objects can be added, and new maps based off the bank missions allow you to choose which team goes to jail. You can also have 'kill all enemy team members' - where sending them into stasis/body bags also counts as death as a normal objective or override objective (though to be an override all enemies must be dead at the same time for 10 seconds), and have 'timed mission' count for one team only if preferred.
Finally, you can set different endings depending on which team wins. Possibly make it so that teams get points for winning, or that the next map in an arc is decided by who won.
My original post was far more technical, but you get the idea. Through everything above you could pretty much re-create any multiplayer game you want, and then some.
For example, using one team as a mob results in assault, a reversed string of togglable clickes gives you a simple control point game, setting both team to escort the same npc to their start point could end up with a sort of psuedo tug of war game. Setting up the game right could create team deathmatch, infection, team Tag or even british bulldog.
On top of this creative players will no doubt add their own story, come up with new games or mix-and-match several styles into one big mission. Possibilities would be literally endless.
So jump in the band wagon, and come up with new fun things to do in a PvP like fashion, lets be constructive and nurturing.
What if a Villain's team were to embark on a customized/randomized arc that would have them start out in an instanced mission, kidnapping Crey scientists (just an example, because this can essentially be customized by the players) and "force" them to build a Superweapon, or create a Giant Monster (again this is customizable). At this stage, a Hero team (that agreed to join the PvP action) starts their own instanced mission where they investigate the whole affair and follow the leads to a PvP instanced mission where they confront the Villains.
The PvP mission has varied goals and different outcomes. One outcome for example would be that the Villains lost control over the Giant Monster and instead of spawning in Paragon City, the GM spawns in the Rogue Islands! Naturally an oppostire outcome would be that the Heroes lost and the GM spawns in Paragon City. Other outcomes in-between the two extremems can also occur and thus increase the re-playability of these scenarios.
Seeing as these scenarios are goal-based, the PvP action will rarely revolve around killing one another and more around the Super-hero/villain action we see in comic books rather than in bar fights.
EDIT :: I intentionally avoided tying my idea to the AE system because of the enormous potential for exploits that had already been demonstrated in uses customizing their own content for purposes other than expressing creativity.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Anything to help invigorate PvP in this game would be nice...
Hi!
I was wondering could it be possible to have micro-instances for PvP such as Bank Missions. Where players could sign up, much like we already do at the Arena. And thus the Hero's job is to prevent the villain's job of escaping with the money. Bank instances could be made to be 1 on 1, 2 on 2, all the way to 8 on 8. The bank mission will not start until both sides numerical player requirements are met, to ensure fairness.
I would like for this PvP bank mission, be both random players joining it or allow for team (SG/VG) particiaption, where the players entering the mission knows who they are going in with.
The objective is simple, the villain dashes to the bank, breaks into the vault, grabs the money and runs back to his zone point and exits. The Hero's job is to simply prevent this from happening.
I could see several environmental rules to be desirable, such as do we disallow stealth while running with the money? Do we disallow travel powers while running with the money? Or perhaps movement speed is halved? Longbow guarding the area, has slows and travel power cancellation? Do we give merits to the victor of the engagement? Or add a PvP currency which can be used to purchase specific PvP IO recipes or rolls?
What kind of environments you all think would be appropriate, while remaining balanced? Also what kind of rewards should be allocated for mission success?
Hugs
Stormy