Villain group takedown (kinda)


Nodnal

 

Posted

This idea has 2 sides (was hard to title), Taking down a villain group head (as a hero/vig) and climbing the ranks to replace a villain (for villain/rog). Your status drops if you alignment changes to the other side.

For heroes it is easier, once you encounter a specific villain group, after the encounter is over (complete mission or street sweep) you can choose to pursue that group until you eventually get to a throwdown with the leader(s) of that faction. The AV/EB gets arrested and jailed (which won't last). The villain causes a riot at the jail and you have to take care of it and have to face off against that leader again within a certain amount of time before the leader can be evacuated. You win, the leader is jailed. You lose, the leader is out and you have to look for the leader again. While the leader is jailed (lets say 10 missions before the next jail riot)(regular missions not counted) you go throughout warehouses (that you find out about) breaking boxes and finding information that will lead you to other leaders within the faction or plots that they have going. It is something that is ongoing, so you will always be putting the heat on villains to where you know their move before it is made. Each riot becomes harder to the point that it will be impossible to win, but you will find information to where to pick up the leaders trail when you lose. At first you only get 2 ways to find the leader. as you progress, it unlocks more missions/ways to get to the leader.

For villains it is a bit more complicated, you start the same way (through street sweep or mission complete) than you go talk to the leader for jobs to do to make your way to be the leaders right hand man, but you betray the leader and replace him/her (eventually). Since you are the leader, you get mission lists (Starts at 2 missions and unlocks with progress) to do what you would like to improve the group you overtook. As time goes on, the former leader tries to retake the position with it being harder each attempt until you are bumped off. Once you are fail, you already know what to do so you'll know what has to be done to take out the leader again. When you are leader you have to fight for your position and learn the ins and outs of the group to remain in power (A beating is a good way to keep the group in line).

The mission lists would contain the mayhem/safeguard (different from the normal), protection/defeat of a mob, item finding, street sweeps, kidnap/rescue, arm/disarm of devices, you name it. As you progress you unlock all mission types for that villain group.
As you reach the end of the latter you gain PROCs/Buffs/(a power or 2) specific to that group that makes it easier to take them on.

If you change villain groups (your choice), you lose all progress and have to start from scratch. on the new group you chose. Making use of the origin npcs, they would be your assistant (as it were) to show you the progress. The NPC can be called, approached, and even appear in your missions (villain group ones). I am not sure how villains would access them, unless a "villain" version were created.