Base Raiding and Goal Structures: A few suggestions.


Mikedphilly

 

Posted

One of my absolute favorite features on CoV release was base raiding. It had its problems, and was removed. Simple glitches that permitted stacking base items allowed players a fair number of exploits, and those same glitches eventually evolved in to the post I13 bases we have today, which are both a lot of fun to build and work in.

Every few issues I resubscribe, check out the niceness of the latest issues, and work on the base some.

So, how do we keep our awesome I13 stacked and clipped bases and reintroduce functional raiding for the PvP crowd?

I propose two simple ideas that keep with the design philosophy that PvP should be voluntary, and minimally dependant on PvE.

Part One: Raid Dynamics that work.

Vary the rulesets between Hidden and Secure Plots.
Simply put, Hidden plots stay as they are now. The plots themselves were never designed for raiding, as raiding was supposed to be an endgame PvP activity. Secure plots revert to old base functionality. That means no clipping, clear pathing, the works. Additionally, Adjust the *currency* for secure plots. Requiring players to engage in extensive PvE in order to efficiently PvP is simply not in the spirit of "optional PvP" from the perspective of the PvP enthusiast.

The PvP IO sets are a really good start, however those IO sets still suffer from a fundamental problem. Before IOs, all that was required to be competitive in PvP was an average levelling path which would eventually end you up with ++ SOs, and maybe a hami here and there. The zones were designed to foster a certain equality between combatants through auto-exemp, which made PvP accessible to a wider audience.

Don't get me wrong. I enjoy PvE, and the invention system is a wonderful addition to the game. However, with the IO system came a radical shift from accessible PvP to extremely "gear-centric" PvP. This is why the zones aren't as "hot" as they used to be. Because at a certain point of saturation of special origin enhancements, and then IO set bonus setups, The arms started becoming more important than the player behind the keyboard.

We have a two-build system now, and thus I feel it's appropriate to suggest something radical. Turn off PvE IO set bonuses in PvP zones, be they world zones or raids. The zones were designed without IOs. The PvE content in the Zones can be accomplished without them. More people will visit them.

Why am I harping on people using those zones? Those zones now become the only source of income for Raidable bases. Adjust down the cost of the plots to be equivalent, and adjust up the gain of this new "PvP prestige" (Which I will tentatively call "Respect") to account for loss of items due to raids. Additionally, Allow a inf/respect exchange rate similar to that of the inf/prestige exchange rate. It's a place to sink extra inf, but not efficient enough to make it the primary source of gain.

Respect rewards are calculated similarly to prestige while in PvP areas, and in SG mode.

Attach a RES bonus to achieving each zone objective in addition to the temp powers.

Now, you're enticing the players that want to raid (PvP) to equip themselves for said raid (PvP) by frequenting zones full of other players to befriend, or become bloody enemies with (also PvP) Rather than spend their time in instanced mission away from PvP.

Part Two: Goal structures and Base Raiding

The second part of the raiding design that fell flat was the means of acquisition of the IOPs themselves. The idea was that a SG with members skilled enough to complete the IOP trial could get an IOP, which would then be housed in the base, making it an attractive target for raiding. Thus, those SGs who weren't good enough or big enough to complete the trial could snatch said IOP from those that were.

In theory, this sounds good. If you're awesome at PvE and PvP you can get an IOP, and successfully defend your right to keep it. If you're just kinda okay at PvE but really good at PvP, you can take one.

However if you're really awesome at PvE, and you suck at PvP, you can get as many as you want, but you won't have them for long.

This creates a system that favors the PvP enthusiast, punishes the PvE enthusiast, and did not reward the best "all around" SG in the long run, but rather rewardes the best PvP enthusiasts, and shafts the trial runners, who have to be good at both.

So, if we've already stated that we're reworking PvP to be essentially self-sufficient in terms of currency and levelling path, we don't really need the IOP trial either.

"But wait! Isn't the SG mission computer useless enough?"

Yes. Yes it is. Silver Mantis could easily be moved in to the Arachnos building, or in any other location in the Rogue isles. The only other function of that base item is the IOP trial, which I'm proposing be removed from the raid system. Move it to Pocket D, and adjust the reward to an appropriate IOP temp power. PvE stays in PvE.

The SG mission computer takes on a few new functions at this point:
1. Can configure the raid teleporter to target any PvP zone directly.
2. Stores Five Memorized standard IO Recipies. (These must be input by a character who has memorized them.)
3. Stores Ten Recipies (of any type) This is not meant to be a massive storage bin, but it does allow a bit of give and take within the SG (another nice bonus for PvE use)
4. Allows the SG to begin any TF/SF as if it were the contact.
5. Can configure the raid teleporter for competitive missions. (see below)
6. Vends IOP origin enhancement sets. (see also below! I'm getting to it!)

I'm sure you see where this is going. "Competitive Missions" function akin to PvP zones with a far more limited scope, and a far more limited window of opportunity. There is an expressed goal, such as the shivan metorites, the warburg rocket, etc. The first team to complete it (despite the interference of the other team) gains the IOP. Note that I'm using "IOP" as a general term. These need not by specific rularru artifacts, but could be any number of things. Let's say both sides are after Posi's blueprints, either to safeguard or profit from them. The reward is the same, the IOP "Positron's Blueprints".

When the teleporter is configured for a scheduled IOP mission, the SG selects the desired window of opportunity. When a window of opportunity opens, the SG can use the raid teleporter to access the mission for the duration, as can their opposition.

IOPs, once held, allow the owning SG's computer to vend (for a cost in inf) unique IOP set enhancements at a rate of one per account per day. These are functionally similar to IO sets, with the major difference being that rather than crafted, they are purchased outright.

For the first week of ownership, the computer will vend random enhancements from the set. After the first week, the computer has had time to analyze the item in question, and is now capable of vending specific enhancements.

These IOP sets boast split PvP and PvE bonuses similar to the PvP drop recipies, and can only be obtained through being in an IOP owning SG. They are freely tradable, and thus could serve as reliable trade income for players who can't or simply don't want to use the enhancements.

Thus, the owning SG benefits, but the results of IOP ownership can be leveraged in a coalition, or even among trade contacts. Or hell, you could give them away if you wanted.

I had a really thoughtful ending line when I started writing this, but I can't for he life of me remember what it was. So I'll just stop here. Comments/feedback appreciated.


 

Posted

This seems like a whole new system more then a rework of a base raid

All and all I do like the pve pvp balance and the "capture the flag" type raid
That mite get me to try some pvp


 

Posted

Quote:
Originally Posted by Mikedphilly View Post
This seems like a whole new system more then a rework of a base raid

All and all I do like the pve pvp balance and the "capture the flag" type raid
That mite get me to try some pvp
I'll admit, it's less about reworking base raids than it is about reworking the desire and risk/reward inherant in the act of base raiding as a PvP activity. Base raids, when they're not full of people explioting bookshelves as walls or whatnot are a nice system as they are. It's the structure of the IOP itself I'm soncerned with, as well as making sure people who don't care to raid can still keep these awesome bases we can put together now.