Defend the Wall Raid
I've gone over this a time or two... thoughts?
First - having to hold a position could be interesting, storywise, I can't see it being particularly interesting (versus PVE mobs) playstyle wise. We've got people around *now* soloing GMs, running +8/+4 - I don't think you'd need anywhere near the number of people you're thinking of.
Second, instanced outdoor map. Eh. We sort of have it, admittedly, with the Hamidon now, but personally I prefer the RWZ Mothership raid. If you're a bit late, you can still join in.
Last - the damaged transporter. Just... no. Hate these things in PVP zones, don't particularly care for the dinky-heal SG medpad. Something like this, I want to get back in the game now.
For my part it feels too much like a medieval assault. This isn't Elves and Dragons, but superheroes we're brushing shoulders with.
I could get behind "King of the Hill" style assaults, sure. But a wall with hit points and turrets? The -players- should be the wall. That's what Tankers and (to some degree) Brutes are. Having an actual -physical- wall kind of pulls away from that mentality. It makes the wall the main focus and detracts from the impressive nature of the tanker fighting off a dozen foes at once. He isn't fighting them off in your scenario, he's distracting them from their main target, or punching them in the back.
There's also storyline to consider. I'm not sure what Bill meant by commenting that it could be interesting, storywise... He'd have to explain it. But as it currently stands it sounds less like a super-heroic struggle and more like a siege.
How about putting it into a semi-instanced zone with a Hospital, a Laboratory, and a government or military building? Make it a City zone with LoS blocking terrain features (houses, offices, vehicles) and have the invaders Rikti, Corralax, or Rularuu. Something of that nature,at least. Make it an actual -battle- in which the players are defending human lives and military or government secrets.
No turrets, no wall, nothing of the sort. Players rely on themselves and their inherent ability to rock out on their foes. You'd probably wind up with flying or stealthed "Spotters" letting people know when the next wave is coming and where its heading.
Make the players into the wall guarding something of intrinsic or inherent value. Make them the centerpiece of the Raid, not just the Participants.
-Rachel-
There's also storyline to consider. I'm not sure what Bill meant by commenting that it could be interesting, storywise... He'd have to explain it.
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But play-wise? meh. It seems - outside of PVP - to fall into either "Frustrating" or "Boring." The closest I can think of in the PVE game is the Croatoa "Stop 30 Fir Bolg from Escaping" mission. Now, *I* enjoy it - but I try to keep any from escaping at all. (And actually manage to at times.) But it's certainly not on the top of many peoples' favourite mission lists.
I enjoy the existing raids, but hope more raids are added. I think a "defend the wall" style raid could be fun. Of course this could be set up in a lot of different ways, and the following is just one possible way.
(1) A Raid Leader initiates the raid. Characters join and are in a holding area until Raid Leader triggers "Go", at which point everyone is transported onto the south end of an instanced large outdoor map with a wall running east-west along the middle.
(2) The wall has layered defenses and is currently held by hostiles. The wall is vulnerable in 3 places (A, B and C), and the raid need to split into 3 groups to attack A, B and C simultaneously. The defense installations can be captured and repaired similar to capturing gun emplacements in RV. After 5 minutes a wave of hostiles will attack from the north so there will be time pressure for initially capturing and preparing locations A, B and C; and there will be 2 more such waves. The fourth and final wave will include the Arch Villain and uber hostiles.
(3) Each enemy wave attacks unevenly so that most of the wave concentrates on only 1 of A, B or C. It will therefore be up to the Raid Leader and raid members to respond and move reinforcements to wherever each enemy wave is concentrated. If the hostiles capture A, B or C they will be able to transport in reinforcements making it harder for the raid to succeed.
(4) As to the ability to hospital, perhaps the instance could include a "damaged medical transporter" or "triage center", which would only partially heal -- so that there would be in effect a greater time penalty if killed raid members aren't rezzed by other raid members.
What do you think?