Arenas: Let the games begin!


Oneirohero

 

Posted

Hello.

Going through the city, and collecting day job badges, one is bound to find large, round buildings. These are called..."Arenas." (Or so I've been told.)

A few of you might know them as a place to do something called "PvP," but judging by the layers of dust, and size of the cobwebs in these 'arenas,' I'm thinking that something might be done to make these places more popular. So let's get back to what arenas are used for: Usually places for competitive combat, okay, but such establishments are also commonly used for games. What better way for a hero or villain to unwind, but through some fun and games?
Some may enjoy punching friends, acquaintances, and strangers in the face, but for those weary from long play sessions of punching various enemies in the face for hours, I would suggest a variety of recreational alternatives that give said character's knuckles a much needed reprieve. Games!

Here are a few that came to mind:

Super soccer

This game involves two teams, and two goals. A big red ball spawns in the center of a playing field, and needs to be bounced into the player's goal to score.
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Player setup:
All player lose access to all powers, set bonuses, temp powers, and inspirations. They are granted three 'permanent' temporary powers when the game begins:

Super Slide: This power is colored by team, and allows the player to move at fast speeds, and pulses a continuous knockback aura. It also protects the player from other super slide knockback.

Super Surge:This boosts the player's speed to the max for a few seconds, and pulses some incredibly high knockback/repel to knock other players and the ball around. Recharge: slow

Super block: Super boosts knockback/repel resistance for a few seconds, for the player, nearby team, and the ball (If it is close enough to be hit by the effect.) Recharge: slow
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Game setup:
Entity: Big Red Ball: This is powerless, minion class enemy that is immune to all but special damage and is vulnerable to knockback. it cannot move. On its own. It spawns at the center of the playing field when the game begins, or as soon as the ball on the field is defeated.

Goals: these are large open areas on either end of the field. Inside are patch damage fields for each team; the damage does not harm players, but destroys the ball if the ball enters these fields. (The field's 'kill' counts as a team goal.)

Playing fields: playing fields could come in various sizes, with a few different variations including: knock back sides, so the ball bounces off the sides of the field, ice surfacing, for a slippery surface, and existing/moving obstacle objects that block/bounce the ball.
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Ray Tag
Players use ray guns to 'tag' each other. Also includes team variations.
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Player setup:
All player lose access to all powers, set bonuses, temp powers, and inspirations. They are granted three temporary powers when the game begins:

Tag ray: puts a field of the player's color (determined randomly in free-for-all matches) on another players, earning a score. Tag rays also suppress the tag ray of the target, preventing 'tag backs.' There is also a short time after being tagged that a player cannot be tagged again. (Mechanically, the tag ray simply acts as a detention field that allow movement and counts for points with each hit.) Comes in 10 pack charges.

Blocking shield: Makes a player immune to tag rays, but immobilizes the player using it. This power requires no refills. Recharge: slow

Speed burst: makes the players move faster, and gives defense to tag ray blasts (Also lowers the player's own tag ray tohit) Recharge: slow.
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Game setup:
Maps: There could include many different game match maps, but most would feature many object to hind behind, as well as gangways/suspended walkways/lookouts, and a few open fields to rush about in.

Recharge stations: once a player uses a tag ray 10 times, they must hurry back to a recharge station for a tag ray refill. These are located around the field.

Immunity fields: some maps could use immunity fields, areas where the players could go to be protected from tagging. The fields would not be constant or predictable, so a player could not retreat to them for long.
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Variations:
Team tag-doctor
All tag are team-based, and permanent. If all of one side are tagged to the enemy team color, they lose the match. One players from each team can grab a clearing ray, which clears their team of an enemy team tag field. This also grants the user immunity from enemy tags, but they can't tag enemies either, and they are not counted in the total team count. Instead, tagging them temporarily phases them, and they can temporarily phase other players.

Elimination/Team elimination
Players can only be tagged so many times before they are 'out.' Out players can no longer use a tag ray-instead their ray become immobilizing rays, holding other players in one spot. The last player left standing (and not 'out') Wins. In team elimination, the same holds true, but in a team setting. Team members are eliminated until all members are 'out,' leaving the other team victorious.
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Super Mech Mayhem
Okay, I'll regress on the 'punching friends/acquantances in the face partially on this one. This is for the players that want to punch other in the face, but also want to blow stuff up with GIANT FREAKING MECH SUITS!
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Player setup:
All players start with standard PvP settings. (unless other choices are selected.) They can, however, choose to allow emp charges, special weapons that debilitate mechs for a short time. (With only limited charges, so they can be used up.)
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Game setup:
The match begins, but there are several mech bays across the map. Maps would all be large/outdoor style maps to accommodate the large mechs.) To activate them, players must download codes from various terminals. (Which is interruptable, and takes time! ) Once they do so, they can enter a control pod, and then switch to playing as a giant mech. These are extremely tough, and resistant to buffs/debuff/controls/taunts/damage/etc. And are slow. They also do incredible damage with dual Decimation Assault Death Ray Cannons™, Incendiary missiles, and nuclear warheads. Their achilles heal (Besides lower speed) is their control pod: if the control pod too badly damaged, the mech blows up, as does the pod, defeating the controlling character. Mechs also have a limited duration, so after a while the mech shuts down, and the players is ejected from their control pod. Note: while mechs are gigantic sacks of hitpoints with great resistance, they cannot heal or be healed.

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Variation:
Mech base assault.
This is a team battle. Each team has a core to protect in their team base, but the core is extremely tough. Luckily, the teams also can access high damage assault mechs, with enough codes. But to destroy the enemy base core, they must leave their own core and control pods vulnerable. Get the picture?
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Robot capture
Alright, alright. Reneging again again on the 'punching people' thing. This is for those who don't mind punching some people, but also heartily enjoy giving directions to lost robots.
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Player setup:
All players keep standard PvP setups, but each team has a base, and the map has a bunch of robots to lead back to said base.
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Game setup:
Controlling all robots wins the game. If someone leading a robot is attacked, the robot will stop moving for a few moments. Bases have multiple droid interfaces, each of which is a distance apart, and can hook up to only one robot. If a droid that has been led back to a base and has been hooked into the base is disconnected, it will follow the person who disconnected it. As such, captured robots can be retrieved by an enemy team.

Maps: maps feature enemy bases spaced far apart, and robot spawn points between. While there would be open areas to traverse quickly, safer means would be available as well, such as hidden tunnels, bunkers, and branching pathways with hiding spots.
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Anywise, those are just some ideas that popped into my head. What do you think? Perhaps a few crazier/less serious things to do in arenas like those listed above could get people interested in visiting an arena here and there?

-Seldom.


 

Posted

I think some of these ideas are brilliant, I always thought City of could've done with some more mini-games to break up all the serious combat you have to do in the game. Even though I'm not sure if all the mechanics will hold up, I would certainly go into the Arena more if there were more things to do in there.

All I use it for at the moment is getting endurance bonuses and the Duelist badge.



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

Posted

I think another way to make them popular is to add an untradeable salvage that can only be gotten there, like Architect Tickets and Reward Merits. But your idea sounds good too.


 

Posted

Quote:
Originally Posted by Varkarrus View Post
I think another way to make them popular is to add an untradeable salvage that can only be gotten there, like Architect Tickets and Reward Merits. But your idea sounds good too.
besides not being able to trade between hero and villians right now and merits/tickets/vangaurd merits, what kind of anything is not tradeable?