Radical Hero-Side Zone Concept
I propose a new zone that would experiment with this. I don't have a name for it yet
|
I always like suggestions like this. It's nice to feel that you're making an impact in a game, and it's more difficult to achieve that in an MMO. I also like the PPD idea, so that the zone doesn't always get taken over outside peak playing hours.
The one thing I'd want to add to this is that it shouldn't require full teams, and especially not multiple teams, to recover a zone. A single hero should be able to make some kind of an impact and get whatever reward there is (there'd be badges, right? right?), even if it took them a lot longer than a team.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Boomtown?
I always like suggestions like this. It's nice to feel that you're making an impact in a game, and it's more difficult to achieve that in an MMO. I also like the PPD idea, so that the zone doesn't always get taken over outside peak playing hours. The one thing I'd want to add to this is that it shouldn't require full teams, and especially not multiple teams, to recover a zone. A single hero should be able to make some kind of an impact and get whatever reward there is (there'd be badges, right? right?), even if it took them a lot longer than a team. |

I would rather it NOT have teams required, as I mentioned. Sure, a team would have an easier time, but there would still be a Boss in occupied infrastructures, and possibly an AV in the biggest district.
|
In fact, this suggestion reminded me of the Steel Canyon fire, only more, as soon as I read it. Could work.
This gets my vote.
Also, how about having a temp power respective to each of the districts?
What's always bugged me about any zone in City of Heroes is the lack of enemy-environment interaction. Rikti Warzone broke this boundary by having Rikti forces making their 'mock surges' against the Vanguard Base... Fat load of good those always did, eh?
What about a zone where those bad guys could take over? Where your actions in stopping them would make the difference between the zone looking like a slum, or looking like a metropolis? I propose a new zone that would experiment with this. I don't have a name for it yet, but it's a work-in progress. This zone will be composed of 8 Districts. Each district will have a major infrastructure that is recognized as what sets the district apart. Here's the list of the infrastructures: District 1: Cyber-Engineering Industry District 2: Hospital District 3: Tram District 4: Mall District 5: Tailor District 6: Power Plant District 7: Trainer's Field District 8: The Park Once every so often, by a number of hours, an enemy group will try to siege one of infrastructures. Each infrastructure will have a number of guards on the premises to try and ward off the defenders, but will fail more often than not. It's up to the Heroes of the city to defend these structures. Normally, these zones will flourish. They will shine, people will frolic and everything will be perfect and wonderful. However, should a district be taken over by one of these enemy groups, it will fall into a state of disrepair. Graffiiti will line the walls, people will slump around wearing tattered clothing, papers and litter will fly through the air and buildings will look far more dilapidated, but more importantly; you won't be able to access whatever it is the district is used for. The zone itself is a Zone Event. Whenever there IS a takeover, you must enter the infrastructure itself and battle the forces that have taken it over. There will be several different skins for the same buildings based on what group has taken over. Defeat their ranks, defeat the boss, and the district will begin seeing improvement. The zone's overall status will determine any strengths/weaknesses affecting your Hero. For instance, if the zone falls into a state of disrepair, the enemies will be stronger and you may suffer a few debuffs like -End Recovery due to smog filling the air, etc etc. If all 8 zones flourish? There might be some Temp Powers available from stores, or even some discount enhancement stores, or some other goodies. Maybe a store that'll sell costume parts. "But how can you reclaim the zone if you've got debuffs making combat impossible?" The answer is 'Reinforcements'. Occasionally, the PPD will come to the zone in a small, assembled strikeforce. These people, alone, will have a 50/50 chance of taking back the infrastructure, giving the zone a chance of it's own. So, there you go... A living, breathing zone that puts enemies and the environment on the same level, and it allows for Heroes to feel as though they're making an impact, rather than just being a small, insignificant part of something. |
How the winning side would be determined was still something I was working out in my head. Whether it would be a capture the flag mechanism similar to Recluses Victory, or just total PvP wins during the open time frame I'm still not sure of. Your idea certainly follows a bit of the capture the flag/district idea and would probably work well. I'd still include your PPD strike forces, but add in Arachnos as well to balance things.
I like how you've fleshed out your idea for the most part, but I would take it this extra step.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
A nice (and not new) idea that I am still quite for, as well as having things like that happen when the giant monsters or invasions are just being ignored. Yet there are people that already complain when they cant shop or train in peace during a running invasion. I am afraid many players prefer being able to totally ignore the game world to having to care for your city in a way a hero would.
I see two major problems:
1) Clean-up:
The Steel Canyon Fire Alarms have an end point (the final explosion), even if they're ignored.
The Rikti "Assualts" always fail.
So how would these events reset themselves?
Otherwise, they'll run all but completely unopposed all week long, and the entire zone will already be lost come the weekend.
Anything actually significant must have a way of cleaning itself up, and leaving the zone the way it was found.
2) Scale:
If you design them so they require a significant number of players, they'll be okay on the popular servers, but on the others, after the initial surge of interest, it'll be all but impossible to find enough people to do it.
If you design it so just a few characters (or even one character) can have a significant impact, then it becomes trivial and uninteresting.
I like the idea's basics, but don't see a way around those.
1) Clean-up:
The Steel Canyon Fire Alarms have an end point (the final explosion), even if they're ignored. The Rikti "Assualts" always fail. So how would these events reset themselves? Otherwise, they'll run all but completely unopposed all week long, and the entire zone will already be lost come the weekend. Anything actually significant must have a way of cleaning itself up, and leaving the zone the way it was found. |
The Assault Teams wouldn't just happen over and over and over. Like the enemy group takeovers, they would happen once every few hours. PPD Teams would only spawn in hostile zones and Enemy Assault Teams would only spawn in peaceful zones looking to take over.
Just once every hour or so gives the feeling that the zone is more alive.
2) Scale:
If you design them so they require a significant number of players, they'll be okay on the popular servers, but on the others, after the initial surge of interest, it'll be all but impossible to find enough people to do it. If you design it so just a few characters (or even one character) can have a significant impact, then it becomes trivial and uninteresting. I like the idea's basics, but don't see a way around those. |

This has been suggested SO many times, it's a wonder the devs haven't read any of the posts concerning it!
In my opinion, there should be a certain amount of this type of thing going on in most zones anyway, rather than static mob "spawns".
When I read about Going Rogue it just confirms to me that they're happy to have the same old ancient standing-in-the-same-spot mobs and npcs. Quite disappointing, really.
Please fight My Brute: http://2hero.mybrute.com
Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.
Dynamic Content (tm)
...that is all.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
It might help populate Villain side a bit too, if Heroes actually DO have to save the city now and then.
(Well, not having to care and being able to do what you want when you want is what makes the dark side attractive. If you can do that on the bright side just as well there is less reason to play the dark side. )
What's always bugged me about any zone in City of Heroes is the lack of enemy-environment interaction. Rikti Warzone broke this boundary by having Rikti forces making their 'mock surges' against the Vanguard Base... Fat load of good those always did, eh?
What about a zone where those bad guys could take over? Where your actions in stopping them would make the difference between the zone looking like a slum, or looking like a metropolis?
I propose a new zone that would experiment with this. I don't have a name for it yet, but it's a work-in progress.
This zone will be composed of 8 Districts. Each district will have a major infrastructure that is recognized as what sets the district apart. Here's the list of the infrastructures:
District 1: Cyber-Engineering Industry
District 2: Hospital
District 3: Tram
District 4: Mall
District 5: Tailor
District 6: Power Plant
District 7: Trainer's Field
District 8: The Park
Once every so often, by a number of hours, an enemy group will try to siege one of infrastructures. Each infrastructure will have a number of guards on the premises to try and ward off the defenders, but will fail more often than not. It's up to the Heroes of the city to defend these structures.
Normally, these zones will flourish. They will shine, people will frolic and everything will be perfect and wonderful. However, should a district be taken over by one of these enemy groups, it will fall into a state of disrepair. Graffiiti will line the walls, people will slump around wearing tattered clothing, papers and litter will fly through the air and buildings will look far more dilapidated, but more importantly; you won't be able to access whatever it is the district is used for.
The zone itself is a Zone Event. Whenever there IS a takeover, you must enter the infrastructure itself and battle the forces that have taken it over. There will be several different skins for the same buildings based on what group has taken over. Defeat their ranks, defeat the boss, and the district will begin seeing improvement.
The zone's overall status will determine any strengths/weaknesses affecting your Hero. For instance, if the zone falls into a state of disrepair, the enemies will be stronger and you may suffer a few debuffs like -End Recovery due to smog filling the air, etc etc. If all 8 zones flourish? There might be some Temp Powers available from stores, or even some discount enhancement stores, or some other goodies. Maybe a store that'll sell costume parts.
"But how can you reclaim the zone if you've got debuffs making combat impossible?"
The answer is 'Reinforcements'. Occasionally, the PPD will come to the zone in a small, assembled strikeforce. These people, alone, will have a 50/50 chance of taking back the infrastructure, giving the zone a chance of it's own.
So, there you go... A living, breathing zone that puts enemies and the environment on the same level, and it allows for Heroes to feel as though they're making an impact, rather than just being a small, insignificant part of something.