Whilst I lay in bed with insomnia tonight a revelation came to me, one I had put in the back of my mind for a long time. Dungeon(Hideout) encounters in MxO are boring, bland, and provide no challenge. Now, what if the developers created new "golden ticket" dugeons based upon past enemies of the Matrix? The ticket would be purchased off of an Archivist, or perhaps the Archaeologist and it would call up a mission area. This area, however, would be a dungeon underneath a random mission building that would have enemies based upon the past event it is representing. Below are lined out how some would work. Boss drops would be relevant to the encounter and determined by the developers.
Race to find the One:
Hideout begins with a fight against standard red-eye agents. As players progress, the red eyes start being phased out to be replaced with stronger N30 Agents. Near the middle of the hideout, there is a mini-boss encounter with what was referred to as a "lightning agent" (reference: MxOStory.com). Now, as an added twist, in the final room, the boss is a "corrupted" Shaper, the one the General stole to creat the N30s. The encounter with the Shaper would be that at every loss of 10% of his health(so at 90% hp left, 80%, ect.) , he sumons in an N30 Agent or two. At 10% health remaining, he summons in another "lightning agent".
Nightfall:
Hideout begins against low ranked vampires (Blood drunks) and progresses into Blood Nobles. 1/3 of the way through the hideout, the player encounters a redpill who wishes to be turned by Invalesco, and such defends against the attacking team. This is a miniboss encounter. 2/3 of the way through, the players encounter another such redpill, though one who is stronger than the last. During the boss battle against Invalesco, he has the ability to briefly "turn" one of the attacking players for 10 seconds and make them use their abilities against their teammates. If this is not possible (perhaps an engineering obstacle or such), the "turned" player is reduced to 50% of their current health, and stunned for 10 seconds. Has the ability to siphon life from players in interlock by drinking their blood code.
Death of the Destroyer:
Players begin fighting against the "Corrupted" spawns(the ones who look like bluepills and burst into flies) which progress into what I call "Incomplete Corrupters" (complete fly bodies with a floating Assassin mask). All spawns liberally drop "Insecticide Code" (which stacks to 100 per stack). Miniboss for the area would be a (toned down) Complete Corrupter killable by only using the Insecticide Code (which players should have a ton of by the time they reach the mini-boss. The Complete Corrupter drops 6 Flit guns(one for each team member). The final boss would be the Assassin himself. At 50% hp, he splits into a second Assassin(who is also at 50%) and at 25% both split again(each still with 25%).
Questions? Comments?
Race to find the One:
Hideout begins with a fight against standard red-eye agents. As players progress, the red eyes start being phased out to be replaced with stronger N30 Agents. Near the middle of the hideout, there is a mini-boss encounter with what was referred to as a "lightning agent" (reference: MxOStory.com). Now, as an added twist, in the final room, the boss is a "corrupted" Shaper, the one the General stole to creat the N30s. The encounter with the Shaper would be that at every loss of 10% of his health(so at 90% hp left, 80%, ect.) , he sumons in an N30 Agent or two. At 10% health remaining, he summons in another "lightning agent".
Nightfall:
Hideout begins against low ranked vampires (Blood drunks) and progresses into Blood Nobles. 1/3 of the way through the hideout, the player encounters a redpill who wishes to be turned by Invalesco, and such defends against the attacking team. This is a miniboss encounter. 2/3 of the way through, the players encounter another such redpill, though one who is stronger than the last. During the boss battle against Invalesco, he has the ability to briefly "turn" one of the attacking players for 10 seconds and make them use their abilities against their teammates. If this is not possible (perhaps an engineering obstacle or such), the "turned" player is reduced to 50% of their current health, and stunned for 10 seconds. Has the ability to siphon life from players in interlock by drinking their blood code.
Death of the Destroyer:
Players begin fighting against the "Corrupted" spawns(the ones who look like bluepills and burst into flies) which progress into what I call "Incomplete Corrupters" (complete fly bodies with a floating Assassin mask). All spawns liberally drop "Insecticide Code" (which stacks to 100 per stack). Miniboss for the area would be a (toned down) Complete Corrupter killable by only using the Insecticide Code (which players should have a ton of by the time they reach the mini-boss. The Complete Corrupter drops 6 Flit guns(one for each team member). The final boss would be the Assassin himself. At 50% hp, he splits into a second Assassin(who is also at 50%) and at 25% both split again(each still with 25%).
Questions? Comments?
Message Edited by RogueA on 06.28.2006 04:27 AM

) would be very cool. We don't really even having the whole Tank part even (then again, my research on the aggro system is like... near zero) so this would be doubly awesome. It seems all they can do at this point is just throw more mobs at us, rather then making the encounters actually require some strategy. Having them in a construct/mission area dealy would be also prevent folks from simply zerging it with half the server or something dumb like that.
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