I frequent the Dev Roundtable board alot and I'm pretty sure this topic has been brought up before but I thought I had some new and fresh ideas for the topic.
The topic I am discussing is having certain parts of the city Organization controlled. There should only be maybe 10 total neighborhoods that can be controlled in the Mega City. (If I am going to REALLY wish then I would like 10 NEW neighborhoods in the Mega City for this but I am going to be more realistic for now and consider using 10 existing ones.) Of these 10 areas none should include Mara, Uriah, or Tabor. These are 'hoods that are for noobs to explore and we dont want one org gaining control over any of these. Now for how one would gain control over an area:
To start they should be given out to the three orgs evenly and randomly.
Then if an org wants to gain control over a neighborhood that is controlled by another org, a member of that org has to right click and select, "Overtake" from a hardline in that neighborhood. They (the single player or a team or however many) then has to stay in that area (100m radius in that neighborhood, so if its a HL on the edge of a neighborhood then its 100m only in the direction toward the rest of that neighborhood). A timer starts for 30 minutes (or 15 I'm not sure how long would be best) and in that time, all players that are in that radius must prevent a member of the controlling org from cancelling the Overtake command and NOT DIE EVEN ONCE! Any other players from the opposing org come into the fray are now excluded from participating by not being able to flag for PvP in that neighborhood. (So get your opposing force ready BEFORE you click Overtake!)
The controlling org cancels the overtake command by right clicking the HL and selecting "cancel overtake" and staying within 10 m of the HL for 5 minutes (this prevents the opposing org from clicking Overtake and then running off to hide inside a building for safety). So all they have to do is kill every member of the opposing org ONCE. If they do that no one can oppose them in defending the hardline and canceling the Overtake, If a member of the opposing org doesn't come to fight near that 10 m raduis, that doesnt matter as long as the controlling org holds that position for 5 minutes. Or if all players of the opposing org are killed once then the takeover timer cancels immediatly.
Any members of the controlling org that are in the neighborhood when the opposing org attempts the takeover gets a message on their HUD telling them what hardline is being overtaken and how much time is left AND.... get this I think this is IMPORTANT, they ALSO get info on HOW many opposing players are in that 100m radius participating in the takeover. This lets the controlling org player call on however many reinforcments as they see fit. (I would like to add that an Organization Chat Channel would be great for this too). They MUST respond in a short period of time to be included (2-5 minutes) any others that come after this cannot flag up in that neighborhood.
Is this confusing? Let me use a hypothetical example. I, Mattax, and two full teams of Zion operatives decide we want to Overtake Union Hill, which is being held by the Merovingion organization. We all move into position, and see that a hardline is not being gaurded at the moment. We all get withen the 100 m radius and I move in and click the hardline and select "Overtake." The timer starts at 15 minutes on my HUD and all participating members' HUDs as well. A member of the Merovingion's Organization, themarsnova, is in the area assigned to patrol to make sure this area stay in their hands. The message pops up on his HUD that 12 Zion players are attempting a takeover of Union Hill South Hardline! He gets onto his faction chat channel (or org chat if it existed) and calls as many other players that can respond. 15 Mero's answer the call and immediatly transport to Union Hill South or a hardline near it to then move into position (withen the 2-5 minute response timer). I, Mattax, with my Sniper/Expert Rifleman loadout, has found a good position to snipe any mero that moves in to cancel the takeover. A mero hyperjumps next to the hardline and clicks "cancel takeover." The 5 minute timer now starts. I take aim and fire off a shot that hits! My position is now revealed and I immediatly start firing more shots at the mero player. Another Mero sees where I am and engages me. More Zion players fire at or hack the mero attempting the cancel, he dies. The 5 minute timer stops. More meros now take their targets and melee fighting ensues. With thier superior numbers a Mero player again clicks "cancel takeover" on the hardline and a new 5 minute timer starts. I have already been killed and am now excluded from continuing to participate. Other Zion players fall and they too are excluded. But not before killing some mero players who are now ALSO excluded. With 2 minutes left all opposing org players have been killed. The area stays in control of the Merovingion.
Now what do you say if this scenario happened with the above hypothetical? What if one member of Zion runs away with the 2 minutes left and goes into stealth mode or a building and cannot be found? The meros can now start the 5 minute cancel timer but it will take longer then what Zion has on its 15 minute timer. What happens? Well this is what happens, after the last 2 minutes of the takeover timer expire the area is briefly under zion control but the 5 minute timer is still going and when it runs out then the area goes BACK into the Mero's hands.
What do you think of this? It would be complex to implement and balance for the flagging and the exclusions and making sure there are no exploitable bugs but i really think that this would make PvP intensely more fun!
EDIT: I forgot to add what happens on Vector to avoid any numberof people coming in on the takeover at anytime. These neighborhoods are still unflagable during the takeover attempt. As long as there in no attempt at takeover being made then everyone above lvl 15 is still flagged. So a player can find a member of the controlling org in that neighborhood and take them out BEFORE they click the hardline! If that player was the only player from the controlling org there then NO ONE gets the pop up warning message! But the player in that zone that got killed will probably come back and check up on all the hardlines to see whats going on. But it would be a small advantage anyway!

Message Edited by T-Rev on 04-30-2006 08:58 PM