MxO Ideas (Discussion Encouraged)

33 posts · 2008-07-09 21:09:29 to 2008-10-05 09:02:30

#36300476543 07/09/2008 21:09:29 MxO Ideas (Discussion Encouraged)
Ok, so I know that I have dropped some of these before but I wanted to put it all together and make it a little more streamlined. Some are more complete than others but like any suggestion, I am looking for the communities thoughts on any of these. Here goes...

Steelle’s MxO Ideas

1. FFAPVP Luggable/ UNLIMIT Luggable


• The luggable grants the following buffs to the carrier.
- All Damages +10pts
- All Accuracies +15pts
- All Resistances +20pts
• The luggable downgrades the carrier as follows.
- Movement speed reduced 20%
-Automatically flagged FFAPVP
• A green lightning bolt much like seen used by the Unlimit would strike the individual carrying the luggable at 1 minute intervals, doing no damage but indicating their location to nearby players.
• Anyone using the ability “Detect Luggables” would have a blue indicator show up on their map revealing the carrier location.

Notes: This luggable essential super buffs the carrier so that it would require multiple same level players to take them down. Anyone attacking them would also flag for FFAPVP, allowing those who attack the carrier to double cross each other in order pick up the luggable once it has been dropped. There would be one luggable per district.

2. Field Commander Luggable


• The luggable grants the following buffs to the carrier.
- Close Combat Evasion +60%

• The luggable downgrades the carrier as follows.
- All Resistances -15pts
-All Defense -10 Pts
-Flagged for PVP

• When equipped the luggable grants an area buff to the carrier’s team with the following characteristics.
- Effective radius of 15m
- Grants All Damages and resistances +10Pts to any team mates within effective radius.
-Flags all team members for PVP

• The visual effect would be glowing red code that floats up from the entire effected area, appearing in 15 second intervals.
Notes: This luggable essentially opposes the Unlimit Luggable, creating a well buffed team at the sacrifice of one individual. There would be one luggable per district.
#36300476545 07/09/2008 21:09:47 Re:Steelle's Ideas
3. Flamethrower

• Would use the current flit gun model, but instead release a fiery red-orange mist.
• Would fall into the SMG category, mostly due to the sweeping motions used in a lot of the SMG special abilities.
• Reuse Time: 4.5sec
• Range: 10m
• Base Damage: 15-15pts
• Downgrades: Ballistic Accuracy -10pts
• States: (15% chance) Causes Powerless 10sec
(15% chance) Causes Enraged 10sec
(15% chance) Causes Blinded 10sec
• Requires: Min Character Level 50

4. Grenades

• Would be a consumable item similar to the Wooden Stakes, Shurikens, etc.
• Would be used similar to flash bombs with an effect similar to that of Code Nuke, however with orange-blackish smoke.
• Reuse Time: 60sec
• Range: 20m
• When Use: Outside Combat
• Affects: Enemies within 6m of impact location
• Damage: 40 Immediate Ranged damage and an additional 25 ranged damage over 15 seconds.
• Requires: Level 40
Notes: There could be various types of grenade with various level requirements but that could be decided later. This is just a basic idea.

5. New Construct – Battleground <See This Thread>

• This construct would be setup similar to other constructs with spawning zones for each org and an automatic PVP flag.
• In the centre of the construct would be what resembles an access node. When activated it would spawn 5 lvl 55 Guardian NPCs that are allied to the organization of the activating party.
• It would take 30 seconds to activate the access node and would require that you remain still, with restrictions similar to that of tapping a datanode.
• The arc of lightning shooting up from the node would change colour depending on the org that activates it. Gold for Zion, Blue for Machines, Red for Merovingian.
• The construct would have a look resembling the battlefields of the original war between man and machines. The sky would be eternally black and always violently stormy.
• There would be some sort of benefit to the team that controls it. This could perhaps be a data cluster that spawns every 10 minutes( one for each person in the control org that is within a certain area of the access node) That contains red frags, or enhanced guns, or bits.

Notes: There would need to be something to keep this area in conflict. Would the data clusters that require very little work be enough? Maybe a boss that is only attackable by the controlling org and has an awesome loot drop. I need contributions on this. One thought I had had was that whoever controls the construct influences the spawns in Downtown, International and Westivew, however that would require spawns for both the Machines and The Merv.
#36300476546 07/09/2008 21:10:05 Re:Steelle's Ideas
6. The Demon’s Soul Quest

• A new quest that takes place mostly in International, with similarities to the Pandora’s Box quests.

• A collector in international will trade you a ratty business card for 500,000 $info.

• This card can be activated to start a mission directing you to a business somewhere in the International district (No sure on location yet).

• The contact inside, a wealthy business man, say that any man bringing him that business card must prove his worth before being told what the card is for. He sends you to a nearby location in international and requires that you murder those inside and retrieve a letter from one of their bodies. There would be 5 two-three chevron enemies located in the building.

• The letter and the business card can then be traded to the original contact for a Fight Club flyer and a copy of the letter. This acts as a save point, allowing you to keep trading the letter for a fight club flyer and a copy of the letter. The flyer will have cryptic directions on it that hint at one of the dojos in international.

• Inside this dojo there will be a collector who will trade the Fight Club Flyer for a Challenger’s Ticket. Activating the Challengers Ticket will cause a series of spawns each round containing members of a different gang international. One of the members of the final gang will drop A Piece of the Champion Gi. This can be traded to the Dojo collector for The Champions Gi, a buffed piece of MA clothing. He will hint that he knows a man that has always wanted one of those Gi’s for himself and would pay handsomely for it. He will hint that he lives in an apartment in Park East.

• This collector will be in the lobby of one of the buildings and will trade you four Code Pulse Prototypes for the GI but warns you that they are early prototypes of the EPN technology and are easily detectable by the system. The details of the devices themselves say that they will cause different effects depending where they are dropped.

• When dropped the devices will cause a Pandora’s Box like spawn of level appropriate agents, which when defeated will spawn a box containing a special frag.

• The frag will depend on the district where the CPD was dropped. They are listed below.
- International: Demon’s Head Frag
-Richland: Demon’s Arm Frag
- Westview: Demon’s Leg Frag
-Downtown: Demon’s Tail Frag

• These frags can be combined by an Ability coder to create the Demon’s Soul. This will be an object like the flame virus that can be activated that gives Proxy/ Utility coder related buffs.

• The Demon’s Soul would cause the player and any friendly Sims in the area to burn with a deep red flame, buffing both.

Champion’s Gi
Buffs: Melee Accuracy Boost, Melee Damage Boost, Viral and Ballistic Resistance and Defense boost.
Requirements: Level 50

Demon’s Soul
Reuse Timer: 10 Minutes
Lasts: 600Sec
Buffs: Ballistic Damage/Accuracy Boost, Viral Damage/Accuracy Boost, Max Health Boost, IS Cost reduction.
Requirements: Level 50
Notes: I need some input on what these buffs should be.
#36300476614 07/10/2008 02:42:06 Re:Steelle's Ideas
I'll be happy if I see just one of these things get made. Awesome work compiling this list!
#36300477938 07/13/2008 15:22:42 Re:Steelle's MxO Ideas (Discussion Encouraged)
I know some people have already seen some of these ideas in other threads but anyone else wanna chime in?
#36300477944 07/13/2008 15:55:14 Re:Steelle's MxO Ideas (Discussion Encouraged)

1. They need to fix how lugs work, keeping the buffs after you have dropped the lug is... wrong, even if it was intended.
2. See 1.  Also the buffs should be increased a bit more too for all luggables as they seem to be just... there.  We need more reason to go and give ourself a big "I AM HERE!  SHOOT ME!" sign of the lug's visual effect.
3. As a out of Interlock only weapon, cool.  Dont have the animations for IL flamethrower attacks.  Could be a way to incorporate the flame virus into it.
4. Awesome
5. No more new areas until we either partake in a miracle increasing the population or 2 of the servers merge meaning more of the areas we already have will be used.

I would rather see a new district just to see if it is possible to be honest anyway.

#36300477946 07/13/2008 16:05:20 Re:Steelle's MxO Ideas (Discussion Encouraged)
I likes the sound of Grenades or something like that. Some kinda bomb that makes an explosion would be cool to see in game. Not a huge one, but one that could be used for RP things as well as pvp etc.

Be cool if you could even plant one secretly and have a timer or trigger to make it blow up (even stick it to things, like buildings etc. Make it look like they are blowing up SMILEY)

Though i'm sure there'd probably be all sorts of problems and stuff, but just chucking it out there.
#36300478025 07/13/2008 21:17:33 Re:Steelle's MxO Ideas (Discussion Encouraged)
SolidRevolver wrote:

1. They need to fix how lugs work, keeping the buffs after you have dropped the lug is... wrong, even if it was intended.
2. See 1.  Also the buffs should be increased a bit more too for all luggables as they seem to be just... there.  We need more reason to go and give ourself a big "I AM HERE!  SHOOT ME!" sign of the lug's visual effect.
3. As a out of Interlock only weapon, cool.  Dont have the animations for IL flamethrower attacks.  Could be a way to incorporate the flame virus into it.
4. Awesome
5. No more new areas until we either partake in a miracle increasing the population or 2 of the servers merge meaning more of the areas we already have will be used.

I would rather see a new district just to see if it is possible to be honest anyway.


1& 2) The buffs would need to be really well balanced. You need to make sure that the average 6 man team can take them out. But out of interest, what would you want to see the buff go up to? And as for #2 you need to keep in mind that all team mates get buffed so as a group they would be quite strong. Perhaps the buffs could increase depending on the number of people in the group, but that might be hard to do.

3) Yeah, I had thought the flame virus could be incorporated but I didn't want to say that and risk pissing people of because they earned their flame virus and now everyone can be all flamey. Also not really sure how the flamethrower could work in interlock. I wasn't around to see flitguns used so how did that go about?

4) Easiest one to figure out really. Lots of people had discussed it and its fairly straightforward how it would work/be implemented.

5) On the topic of a new district, I was thinking that this area could be set up in a new district, or even in the current city, just with specific control points. Maybe that was a district wide buff could be implemented for all those in the same org and that could be worth fighting for, especially in LEs. One control point per district and the spawn would happen to protect the control point. I think I had mentioned that in the link I put with that post but perhaps not.

Also, I have always thought it would be cool to have access to the Auqeduct but thats just me.

#36300486938 08/08/2008 23:31:02 Re:Steelle's MxO Ideas (Discussion Encouraged)
/Bump

Still looking for peoples input.

Feel free to post your own ideas too!
#36300487157 08/09/2008 20:05:16 Re:MxO Ideas (Discussion Encouraged)
All tokens converted to a system similar to the chopper keys.  So they can be traded in for experience.  Or that a certain number of local gang tokens can be traded for the red fragments that drop in that area.  I would say like 10 tokens for a fragment or something like that.  This is not a brand new idea.  I just really want it to happen.
#36300487555 08/11/2008 02:08:51 Re:MxO Ideas (Discussion Encouraged)
It would give a bit of a dual purpose to the gang drops, as well as at least some assurance that you would be getting the frag. Its not like its any easier than farming for the frag so I don't really see any harm in this.
#36300487563 08/11/2008 03:41:53 Re:MxO Ideas (Discussion Encouraged)
Actually that's a good idea. While the collector is looking for tokens to exchange for an item, s/he could have a a secondary trade for a red frag that they 'picked up' or 'sourced' from somewhere.
#36300488931 08/15/2008 22:41:45 Re:MxO Ideas (Discussion Encouraged)
The only problem with this is that its not that important to the game so its unlikely to be changed right?

Heres a question. Whats the number one thing you would want to see added?
#36300495529 09/05/2008 22:53:53 Re:MxO Ideas (Discussion Encouraged)
The grenade ideas could be handled using mechanics similar to those used by the Smoke Bomb ability (which allows you to target a point on the ground around which the effect happens in a particular radius - only this effect would obviously include damage, and maybe some cracks on the ground, since they have that effect, but they're not using it for HyperJump. SMILEY )
I love the flamethrower idea, and it could be a great out-of-interlock weapon (the flit gun has no animation when used while in interlock), which would cause the target to erupt into the flame virus for only a few seconds at a time, and would also cause damage over time for that duration (so as not to shortchange the people with the non-damaging archive reward or perpetual).
The luggable ideas sound pretty excellent as-is, though I think that the Unlimit Luggable should also allow the carrier to periodically meatwad one target, though the re-use timer should be something like 30 minutes or something, so it doesn't become abused. Everybody wants the ability to meatwad someone from time to time. SMILEY Ideally, with a long enough time limit on re-use, each carrier would have roughly one chance per encounter to instantly kill one of their opponents. Perhaps as a countermeasure, the carrier of the other luggable would get a similar ability, perhaps to do a single, moderately-powerful AOE-heal of their group, not including themselves.
- Void
#36300495530 09/05/2008 22:56:41 Re:Re:Steelle's Ideas
Steelle wrote:
6. The Demon’s Soul Quest

• A new quest that takes place mostly in International, with similarities to the Pandora’s Box quests.

• A collector in international will trade you a ratty business card for 500,000 $info.

• This card can be activated to start a mission directing you to a business somewhere in the International district (No sure on location yet).

• The contact inside, a wealthy business man, say that any man bringing him that business card must prove his worth before being told what the card is for. He sends you to a nearby location in international and requires that you murder those inside and retrieve a letter from one of their bodies. There would be 5 two-three chevron enemies located in the building.

• The letter and the business card can then be traded to the original contact for a Fight Club flyer and a copy of the letter. This acts as a save point, allowing you to keep trading the letter for a fight club flyer and a copy of the letter. The flyer will have cryptic directions on it that hint at one of the dojos in international.

• Inside this dojo there will be a collector who will trade the Fight Club Flyer for a Challenger’s Ticket. Activating the Challengers Ticket will cause a series of spawns each round containing members of a different gang international. One of the members of the final gang will drop A Piece of the Champion Gi. This can be traded to the Dojo collector for The Champions Gi, a buffed piece of MA clothing. He will hint that he knows a man that has always wanted one of those Gi’s for himself and would pay handsomely for it. He will hint that he lives in an apartment in Park East.

• This collector will be in the lobby of one of the buildings and will trade you four Code Pulse Prototypes for the GI but warns you that they are early prototypes of the EPN technology and are easily detectable by the system. The details of the devices themselves say that they will cause different effects depending where they are dropped.

• When dropped the devices will cause a Pandora’s Box like spawn of level appropriate agents, which when defeated will spawn a box containing a special frag.

• The frag will depend on the district where the CPD was dropped. They are listed below.
- International: Demon’s Head Frag
-Richland: Demon’s Arm Frag
- Westview: Demon’s Leg Frag
-Downtown: Demon’s Tail Frag

• These frags can be combined by an Ability coder to create the Demon’s Soul. This will be an object like the flame virus that can be activated that gives Proxy/ Utility coder related buffs.

• The Demon’s Soul would cause the player and any friendly Sims in the area to burn with a deep red flame, buffing both.

Champion’s Gi
Buffs: Melee Accuracy Boost, Melee Damage Boost, Viral and Ballistic Resistance and Defense boost.
Requirements: Level 50

Demon’s Soul
Reuse Timer: 10 Minutes
Lasts: 600Sec
Buffs: Ballistic Damage/Accuracy Boost, Viral Damage/Accuracy Boost, Max Health Boost, IS Cost reduction.
Requirements: Level 50
Notes: I need some input on what these buffs should be.
Seconded heartily!
#36300495565 09/06/2008 04:19:51 Re:MxO Ideas (Discussion Encouraged)
I like your ideas Steele.


But there is one thing I would like to see more ingame which is:

More Zionites PvPing at the same time.




Only you can fix that.


Fight for your freedom! lol
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#36300498809 09/15/2008 16:30:24 Re:Re:MxO Ideas (Discussion Encouraged)
EndlessVoid wrote:
The grenade ideas could be handled using mechanics similar to those used by the Smoke Bomb ability (which allows you to target a point on the ground around which the effect happens in a particular radius - only this effect would obviously include damage, and maybe some cracks on the ground, since they have that effect, but they're not using it for HyperJump. SMILEY )
I love the flamethrower idea, and it could be a great out-of-interlock weapon (the flit gun has no animation when used while in interlock), which would cause the target to erupt into the flame virus for only a few seconds at a time, and would also cause damage over time for that duration (so as not to shortchange the people with the non-damaging archive reward or perpetual).
The luggable ideas sound pretty excellent as-is, though I think that the Unlimit Luggable should also allow the carrier to periodically meatwad one target, though the re-use timer should be something like 30 minutes or something, so it doesn't become abused. Everybody wants the ability to meatwad someone from time to time. SMILEY Ideally, with a long enough time limit on re-use, each carrier would have roughly one chance per encounter to instantly kill one of their opponents. Perhaps as a countermeasure, the carrier of the other luggable would get a similar ability, perhaps to do a single, moderately-powerful AOE-heal of their group, not including themselves.
- Void
Meatwadding would be an interesting draw for the luggable, as that kind of power isn't really something a player has had their hands on before. Either way I'm glad to see that you liked some of the ideas. I really just want to see some content that is self sustaining. Just farming for something is new can be nice but tends not to last, hence the focus on PvP and combat related content. I really like the thought of using the cracked ground animation for the grenades, nice touch. And then just add some darker smoke, maybe a red-orange code nuke animation and it would be pretty fun to watch.
#36300498820 09/15/2008 16:44:38 Re:Re:Re:Steelle's Ideas
MatrixRefugee wrote:
Steelle wrote:
6. The Demon’s Soul Quest

• A new quest that takes place mostly in International, with similarities to the Pandora’s Box quests.

• A collector in international will trade you a ratty business card for 500,000 $info.

• This card can be activated to start a mission directing you to a business somewhere in the International district (No sure on location yet).

• The contact inside, a wealthy business man, say that any man bringing him that business card must prove his worth before being told what the card is for. He sends you to a nearby location in international and requires that you murder those inside and retrieve a letter from one of their bodies. There would be 5 two-three chevron enemies located in the building.

• The letter and the business card can then be traded to the original contact for a Fight Club flyer and a copy of the letter. This acts as a save point, allowing you to keep trading the letter for a fight club flyer and a copy of the letter. The flyer will have cryptic directions on it that hint at one of the dojos in international.

• Inside this dojo there will be a collector who will trade the Fight Club Flyer for a Challenger’s Ticket. Activating the Challengers Ticket will cause a series of spawns each round containing members of a different gang international. One of the members of the final gang will drop A Piece of the Champion Gi. This can be traded to the Dojo collector for The Champions Gi, a buffed piece of MA clothing. He will hint that he knows a man that has always wanted one of those Gi’s for himself and would pay handsomely for it. He will hint that he lives in an apartment in Park East.

• This collector will be in the lobby of one of the buildings and will trade you four Code Pulse Prototypes for the GI but warns you that they are early prototypes of the EPN technology and are easily detectable by the system. The details of the devices themselves say that they will cause different effects depending where they are dropped.

• When dropped the devices will cause a Pandora’s Box like spawn of level appropriate agents, which when defeated will spawn a box containing a special frag.

• The frag will depend on the district where the CPD was dropped. They are listed below.
- International: Demon’s Head Frag
-Richland: Demon’s Arm Frag
- Westview: Demon’s Leg Frag
-Downtown: Demon’s Tail Frag

• These frags can be combined by an Ability coder to create the Demon’s Soul. This will be an object like the flame virus that can be activated that gives Proxy/ Utility coder related buffs.

• The Demon’s Soul would cause the player and any friendly Sims in the area to burn with a deep red flame, buffing both.

Champion’s Gi
Buffs: Melee Accuracy Boost, Melee Damage Boost, Viral and Ballistic Resistance and Defense boost.
Requirements: Level 50

Demon’s Soul
Reuse Timer: 10 Minutes
Lasts: 600Sec
Buffs: Ballistic Damage/Accuracy Boost, Viral Damage/Accuracy Boost, Max Health Boost, IS Cost reduction.
Requirements: Level 50
Notes: I need some input on what these buffs should be.
Seconded heartily!

LOL! Thanks. Yeah that one took a little longer to think up. These types of missions are the number one thing I wanna see besides PvP related content.
#36300498840 09/15/2008 17:36:40 Re:MxO Ideas (Discussion Encouraged)
I dea for two new luggables.

Both of them are phones but one is a white phone and the other a black one.

Anyways the user of the white phone calls and gets a mission prompt, this mission prompt contains only farming type missions like.

Fetch 20 Red Bandanas.
Fetch 20 Skull Coins.
Fetch 20 Robot Parts.
You get the idea.

The difference here is that the person with the white phone doesn't get to pick what mission they want. The person with the black phone does. They choose the task for the individual with the white phone and once complete there is a blip to the person with the black phone. At this point the person with the white phone trades the items, gets paid a default price for the items which comes out of the black phone characters Info and some set xp is given too perhaps based on what was farmed.

Have no idea if it's even remotley possible but it would be interesting.
#36300498854 09/15/2008 18:08:39 Re:Re:MxO Ideas (Discussion Encouraged)
Hanzyl and Gretyl wrote:
I dea for two new luggables.

Both of them are phones but one is a white phone and the other a black one.

Anyways the user of the white phone calls and gets a mission prompt, this mission prompt contains only farming type missions like.

Fetch 20 Red Bandanas.
Fetch 20 Skull Coins.
Fetch 20 Robot Parts.
You get the idea.

The difference here is that the person with the white phone doesn't get to pick what mission they want. The person with the black phone does. They choose the task for the individual with the white phone and once complete there is a blip to the person with the black phone. At this point the person with the white phone trades the items, gets paid a default price for the items which comes out of the black phone characters Info and some set xp is given too perhaps based on what was farmed.

Have no idea if it's even remotley possible but it would be interesting.
I like this one.
#36300499136 09/16/2008 14:39:24 Re:Re:MxO Ideas (Discussion Encouraged)
Hanzyl and Gretyl wrote:
I dea for two new luggables.

Both of them are phones but one is a white phone and the other a black one.

Anyways the user of the white phone calls and gets a mission prompt, this mission prompt contains only farming type missions like.

Fetch 20 Red Bandanas.
Fetch 20 Skull Coins.
Fetch 20 Robot Parts.
You get the idea.

The difference here is that the person with the white phone doesn't get to pick what mission they want. The person with the black phone does. They choose the task for the individual with the white phone and once complete there is a blip to the person with the black phone. At this point the person with the white phone trades the items, gets paid a default price for the items which comes out of the black phone characters Info and some set xp is given too perhaps based on what was farmed.

Have no idea if it's even remotley possible but it would be interesting.

It would be really cool to have two lugs that connect to eachother. Be interesting to see how possible some of these ideas are

#36300501307 09/20/2008 20:59:50 Re:MxO Ideas (Discussion Encouraged)

Posted this elsewhere but I'm moving it here.

Alright, so after taking part in numerous HvCFT battles, I got thinking about the other aspects of this war. Why not have something similar but make it for pvp. Set up a time and a place, and have two teams that flag and go at it. There could be multiple types of battles too.

Frontline:
The two teams go at it at any given battlefield. There is a battle coordinator that chat logs the whole event in order to keep track of the kills. PvP begins and takes place for a set amount of time. After the battle finishes the coordinator tallies up who killed what and gives points accordingly in a database similar to the HvCFT one thats been set up right now. This would not have a clear winner but is rather a pre-arranged PvP brawl between two groups.


Escort:

One member of a group must make it to a certain place within a time limit. Both groups would know the in general where this final location is, but would not know the exact place. In order to win they would have to locate the Battle Coordinator and remain with them for a certain amout of time.

Alternative

One member would have to make it to a series of checkpoints while crossing a district and cannot die once. This would require more people to help the organizer or would be settled by taking a screenshot with a timestamp to ensure they made it there. Only by hitting all the checkpoints before getting to the final destination can they be declared a winner. They wouldn't need to stay at the final destination for any period of time.

Strategic Defense:

One team must have control of a certain area at the end of a time limit, which in this case means having the largest number of operative occupying it at the end. Alternatively, it could be timed and the BC present would stand as a judge for who had the greatest control over it.

For all of these the main problem I see is people who didn't sign up showing up to play and just flagging anyways.

But yeah, any thoughts?

#36300501312 09/20/2008 21:10:58 Re:MxO Ideas (Discussion Encouraged)
I'd like to see the lvl100 Agents gone from spawning on Zions. Yeah yeah, its part of the storyline, blah blah blah... racism against Zionites/EPeeNs tbh.
#36300501318 09/20/2008 21:59:44 Re:MxO Ideas (Discussion Encouraged)

i would love to see more luggables ingame!

JL10899sig
#36300501323 09/20/2008 22:08:33 Re:MxO Ideas (Discussion Encouraged)
More luggables and you know what? An ability that mind controls an NPC for a short time. That'd be a nice thing to have.
#36300501531 09/21/2008 17:51:18 Re:Re:MxO Ideas (Discussion Encouraged)
eval wrote:
More luggables and you know what? An ability that mind controls an NPC for a short time. That'd be a nice thing to have.


I think along these lines it would be nice to have greater control over aspects of your sim. I think that would be awesome.

But yeah, I think the luggables should be expanded upon, and the ones I posted are just afew ideas.


As for the lvl 100 agent spawns, I think it would be nice to see spawns for the other groups. Is it that hard to believe that zion wouldn't send top level operatives after you?

 Why not this:

Zion gets the following spawns - 1 lvl 100 Agent(From Mechs) or 10 same lvl 3 chevron Lupines/Nightmares/Wampires/Succubi (From Mero)

Machines get the following spawns - 10 same lvl 3 chevron Lupines/Nightmares/Wampires/Succubi (From Mero) or 5 lvl 55 three chevron Zion soldiers. (From Zion)

Merovingion get the following spawns - 5 lvl 55 three chevron Zion soldiers. (From Zion) or 1 lvl 100 Agent(From Mechs).

This could even be implemented in terms of the storyline by saying that various factors within the matrix have allows zion and the merovingian forces to gain enough of a foothold during the war to launch attacks on operatives.

FTW or FTL?

#36300501544 09/21/2008 19:00:09 Re:MxO Ideas (Discussion Encouraged)
FTL. Spawns should only be for a sub-chapter, then no more. And a level 100 agent is absolutley stupid to have, at least with all the other NPCs that would spawn on players for whatever the patch/current storyline was they were beatable and wouldn't say, kill low level players.

Because that's what we need, confused low level characters new to the game to constantly get killed while trying to mission. That'll keep those subscriptions high.
#36300501594 09/22/2008 01:30:04 Re:Re:Re:MxO Ideas (Discussion Encouraged)
Steelle wrote:
Is it that hard to believe that zion wouldn't send top level operatives after you?

Yes. We're all only soldiers for our respective organisations we're nothing special. High level spawns after you and everyone else when on an operation, but when farming or doing some minor missions why would they send top levels after a grunt? It's a waste of time and limited resources. It'd be fine if the Machines and Zion were equal and the Matrix neutral ground, but things aren't equal and the Matrix is still Machine territory. The Machines can do it because they have the resources in their simulation.

Also the Merovingian wouldn't send his people out in force because that would cause some attention to be given to him whereas in a conflict between the Machines and Zion he has a lot more freedom and more profit.

Although eval may be right the Agents have been going on for a long while now and there wasn't a drop in their numbers during the whole intruder affair despite the Machines not wanting to put their programs at risk. The war is still going on but the Agent were still there despite storyline issues.

Perhaps it's time Zion and EPN learned how to mask their hacked signals so only major activity attracts the Agents (like during a LE in accordance to that part of the story. I'm meaning Agents that Rare spawns not what the system does) perhaps a last act by Danielle (depending on storyline)

#36300503423 09/26/2008 10:57:41 Re:MxO Ideas (Discussion Encouraged)
Am I the only one who likes the agent spawns? I kinda find it....exciting.

But in that same vein, why not have something like the construct idea I posted, where the construct would be contested and the NPCs would spawn according to whichever org controls it. i.e. Zion controls it, Zion forces spawn making it harder for other teams to take it. Its all up there.
#36300505894 10/03/2008 18:36:10 Re:MxO Ideas (Discussion Encouraged)

Gonna throw this here instead of the other thread.

PVP Battles

Alright, so after taking part in numerous HvCFT battles, I got thinking about the other aspects of this war. Why not have something similar but make it for pvp. Set up a time and a place, and have two teams that flag and go at it. There could be multiple types of battles too.

Frontline:
The two teams go at it at any given battlefield. There is a battle coordinator that chat logs the whole event in order to keep track of the kills. PvP begins and takes place for a set amount of time. After the battle finishes the coordinator tallies up who killed what and gives points accordingly in a database similar to the HvCFT one thats been set up right now. This would not have a clear winner but is rather a pre-arranged PvP brawl between two groups.


Escort:

One member of a group must make it to a certain place within a time limit. Both groups would know the in general where this final location is, but would not know the exact place. In order to win they would have to locate the Battle Coordinator and remain with them for a certain amout of time.

Alternative

One member would have to make it to a series of checkpoints while crossing a district and cannot die once. This would require more people to help the organizer or would be settled by taking a screenshot with a timestamp to ensure they made it there. Only by hitting all the checkpoints before getting to the final destination can they be declared a winner. They wouldn't need to stay at the final destination for any period of time.

Strategic Defense:

One team must have control of a certain area at the end of a time limit, which in this case means having the largest number of operative occupying it at the end. Alternatively, it could be timed and the BC present would stand as a judge for who had the greatest control over it.

For all of these the main problem I see is people who didn't sign up showing up to play and just flagging anyways.

But yeah, any thoughts?

#36300506161 10/05/2008 02:30:53 Re:MxO Ideas (Discussion Encouraged)
I want Grenades!!!
#36300506181 10/05/2008 06:05:44 Re:Re:MxO Ideas (Discussion Encouraged)
The Leo wrote:
I want Grenades!!!

-_- not again


On a sidenote: I keep readin "Encussion Discouraged", well, doh
#36300506199 10/05/2008 09:02:30 Re:MxO Ideas (Discussion Encouraged)

To add to the PVP battles post:

Courier

One group has a certain luggable and needs to deliver it to a specific Person, which would be the battle coordinator in this case, however under some other name. The other team needs to try and steal it and be the ones to deliver it. I kind of envisioned using Digger for this scenario, because he's supposed to be looking for artifacts and what not, and so he would pay a money to whichever group can get it to him. I'm pretty sure using a Lugable helps to keep the team from recalling to the drop off spot.

A variation of this would be to have on group trying to bring it within a time limit and the other group just needs to steal/prevent them from doing so. Even if the opposing team stole it, the courier team always has the chance to steal it back and still make the delivery.