An Idea for Acces Nodes

20 posts · 2008-09-05 11:59:37 to 2008-09-15 16:21:08

#36300495355 09/05/2008 11:59:37 An Idea for Acces Nodes

I was thinking of a possible new idea for pvp purposes and for future content.

Using the Access nodes outside of richland, allow characters that have already unlocked the district to be able to hack the access node to their organization using a special tool or ability. This hacking would take a set amount of time to accomplish and more than one Access Node could be hacked at one time. 

If a node is already hacked, the node must first be un-hacked using the same set amount of time it takes to hack a node. So to control a node already under another orgs control you have to hack it twice. A node already hacked to your org can not be hacked until the timer runs out.  

Once hacked, the individual (or each member of the team if the individual is on one) then gets a periodic reward (low to moderate xp and Information SMILEY over the course of a set time period based on an average Level of experience for as long as they are logged into the matrix and remain on the team that hacked the node.

A person who hacks the access node and any person on the same team are flagged for pvp for the duration of the time they are still on the team and the node is still hacked.  

A possible additional benefit for the org in general, the Ability to identify hostile entities within controlled districts. i.e a \who like command or website giving a report (also periodically updated) of enemy org players flagged for pvp within controlled districts.

This would give pvp minded individuals objectives to obtain and defend and get them away from the standard areas where pvp occurs. It also gives lower level players the ability to gain money and xp outside of the standard mission grind. 

I Invite the community and devlopers to discuss and evaluate this idea Further.

Some questions to consider,

How long should hacking the node take?

How long should a node stay hacked?

What kind of graphical effect should a hacked node show?

How much and How often should the reward be given for a hacked node, bearing in mind that more than 1 node can be hacked at one time?

Should a reward boost be given to orgs who controll all districts in an area(i.e Downtown, International or Westview)? If Yes, How much?  

For the devs,

How hard do you think this would be to work into the game? 

Would doing this be possible with the current resources available?   

#36300495358 09/05/2008 12:18:00 Re:An Idea for Acces Nodes

I like this idea.

Afterall once a node is tagged it becomes an obsolete prop in the MxO World for the duration of the RSI's 'life' within the Matrix.

I think this would be especially beneficial to Vector players due to the Hostile nature of the server and being tagged permanently.

Org controlled zones would definately add some exitement to areas in my opinion.

Possibly Just westview could be like this so not all the game is interupted by it?

*Ponders*

#36300495360 09/05/2008 12:22:19 Re:An Idea for Acces Nodes
While this is an interesting thought, there are some problems I see with it.

There are too many of these overall, and with a small playerbase, controlling alot is gonna be hard.  If there were maybe...2 of these overall ingame, and maybe in the constructs, you're guaranteed large player density and pvp.  Another issue is will people still fight for these in the long run.  Again, due to how we act, everyone swarms the first month or two, and then it dies out.  During oddball hours or random hours, one group doing this could be relatively left alone.  And once this happens, what stops them from using AFK macros/scripts?
#36300495371 09/05/2008 13:19:00 Re:An Idea for Acces Nodes
This caught my attention because I think I sent a PM to Rarebit a long, long time ago asking about the prospect of creating some self-sustaining content. At the time, I had been playing some sort of territory-control MMO and was really caught up by how addictive it is. I thought it was really what MxO could have used to sustain its players.

I believe I proposed something almost exactly the same as what you've proposed. I checked my sent box and inbox for this PM, but I think it might have been on the old forums and maybe the PM was lost. So I can't find any evidence that any of the following actually happened.
*PLEASE NOTE THAT THE FOLLOWING IS FROM MEMORIES THAT ARE YEARS OLD AND COULD BE ENTIRELY FALSE*
I believe that what he *might have* said to me was that HCFrog had been working on a plan connected to the org abilities where there would be several Control Towers that players could capture and uncapture. The org abilities' powers would scale directly to the number of towers controlled and indirectly to the org's percentage of the server population.

I thought this was a really great idea because people could fight over these things forever and it would give orgs RP/PvP objectives to have during the off-time in between events and LO interaction. Unfortunately, it would have been abandoned when HCFrog left.

Now if this could be revived without a connection to the org abilities and just some sort of simple benefit connected to controlling the towers, I think it would be worth it. Self-sustaining content is the lifeblood of any MMO and MxO has always lacked it. Instead we have a series of one-time use activities such as the quests, farming, collector items. Not exactly things for the players to do 24/7.
#36300495375 09/05/2008 13:29:04 Re:Re:An Idea for Acces Nodes
LtCmdr_Tsusai wrote:
While this is an interesting thought, there are some problems I see with it.

There are too many of these overall, and with a small playerbase, controlling alot is gonna be hard.  If there were maybe...2 of these overall ingame, and maybe in the constructs, you're guaranteed large player density and pvp.  Another issue is will people still fight for these in the long run.  Again, due to how we act, everyone swarms the first month or two, and then it dies out.  During oddball hours or random hours, one group doing this could be relatively left alone.  And once this happens, what stops them from using AFK macros/scripts?


I think I see your point with the number, I'd like to see it in every district but with our current popluation that would be too much. but only 2 per instance, I think that would be too low a number. Perhaps 3 to 5 per Area might be more resonable number starting out. then perhaps adding more if the population ever increases enough. 

As for the afk macros and Scripts, Perhaps place a certain chance of an agent or tactical seciruty squad spawn on those that hack the node to discourage this behavior. It would also add an element of danger to those hacking nodes beyond the pvp environment. Make them level 55-60 npcs and spawn one for each person on the team and the team can have someone to play with if there are no pvpers around.  

#36300495377 09/05/2008 13:38:50 Re:Re:An Idea for Acces Nodes
10011 wrote:
This caught my attention because I think I sent a PM to Rarebit a long, long time ago asking about the prospect of creating some self-sustaining content. At the time, I had been playing some sort of territory-control MMO and was really caught up by how addictive it is. I thought it was really what MxO could have used to sustain its players.

I believe I proposed something almost exactly the same as what you've proposed. I checked my sent box and inbox for this PM, but I think it might have been on the old forums and maybe the PM was lost. So I can't find any evidence that any of the following actually happened.
*PLEASE NOTE THAT THE FOLLOWING IS FROM MEMORIES THAT ARE YEARS OLD AND COULD BE ENTIRELY FALSE*
I believe that what he *might have* said to me was that HCFrog had been working on a plan connected to the org abilities where there would be several Control Towers that players could capture and uncapture. The org abilities' powers would scale directly to the number of towers controlled and indirectly to the org's percentage of the server population.

I thought this was a really great idea because people could fight over these things forever and it would give orgs RP/PvP objectives to have during the off-time in between events and LO interaction. Unfortunately, it would have been abandoned when HCFrog left.

Now if this could be revived without a connection to the org abilities and just some sort of simple benefit connected to controlling the towers, I think it would be worth it. Self-sustaining content is the lifeblood of any MMO and MxO has always lacked it. Instead we have a series of one-time use activities such as the quests, farming, collector items. Not exactly things for the players to do 24/7.
I do so hate being misquoted.



...although that is less the case at the moment due to the forum pagination problem...

http://forums.station.sony.com/mxo/...=&postTime=

http://forums.station.sony.com/mxo/...795#36300155178

http://forums.station.sony.com/mxo/...835#36300438029


#36300495386 09/05/2008 14:14:17 Re:An Idea for Acces Nodes
This would essentially turn PvP into a giant game of King of the Hill.  I think it would add another element to PvP.  Perhaps the reward for "owning" the node would be some buffs when you are in the vicinity.  It would give reason for the node to be hacked and defended, while hopefully ensuring the small playerbase that is PvPing stays in a nice little area.
#36300495391 09/05/2008 14:29:56 Re:Re:Re:An Idea for Acces Nodes
Rarebit wrote:
10011 wrote:
I checked my sent box and inbox for this PM, but I think it might have been on the old forums and maybe the PM was lost. So I can't find any evidence that any of the following actually happened.
*PLEASE NOTE THAT THE FOLLOWING IS FROM MEMORIES THAT ARE YEARS OLD AND COULD BE ENTIRELY FALSE*
I believe that what he *might have* said...
I do so hate being misquoted.

...
#36300495401 09/05/2008 15:00:12 Re:An Idea for Acces Nodes

So does that mean Rarebit that the situation still has not changed as far as the luxury of resources to accomplish this content?

I was trying to think of certain elements of our world that already exist so as to reduce the amount of new work needed to be done. 

Thinking in steps of implementation. To start with the 3 access nodes for one area that gives a set amount of xp and info every 10 minutes over 2 and 1/2 hours of time. This would be for the individual or team that hacks the node. Then attach a chance of npc spawn on the hacking team to discourage AFK macro exploiting. 

#36300498625 09/15/2008 08:15:30 Re:An Idea for Acces Nodes

I would really like to see something along the lines of this being implemeted. Mara is ok to pvp in but gah it gets borin. Its been done to death. Something like this would make pvp more meaningfull in a way and would get us around the MC.

Like maybe have it that its 1 random node in every district, changes every server restart.

Oh and *cough* every1 runs to the RP servers to RP, if something like this was to be done, PvP server only please SMILEY

#36300498628 09/15/2008 08:28:28 Re:An Idea for Acces Nodes

I would really like to see something along the lines of this being implemeted. Mara is ok to pvp in but gah it gets borin. Its been done to death. Something like this would make pvp more meaningfull in a way and would get us around the MC.

Like maybe have it that its 1 random node in every district, changes every server restart.

Oh and *cough* every1 runs to the RP servers to RP, if something like this was to be done, PvP server only please SMILEY

#36300498633 09/15/2008 08:36:35 Re:An Idea for Acces Nodes
The_Bruceter wrote:

I would really like to see something along the lines of this being implemeted. Mara is ok to pvp in but gah it gets borin. Its been done to death. Something like this would make pvp more meaningfull in a way and would get us around the MC.

Like maybe have it that its 1 random node in every district, changes every server restart.

Oh and *cough* every1 runs to the RP servers to RP, if something like this was to be done, PvP server only please SMILEY

As far as I'm aware, anything applied to the game world (such as permanent pacification zones etc..) would be applied to all servers. Besides, there is nothing inherant in the game's code that forces people to go to Recursion or Syntax to RP, As far as I've heard there is quite a bit of RP on Vector, so even if the idea were to happen, I don't see why Vector should be the only server with it. SMILEY

#36300498638 09/15/2008 08:49:04 Re:Re:An Idea for Acces Nodes
Vinia wrote:
The_Bruceter wrote:

I would really like to see something along the lines of this being implemeted. Mara is ok to pvp in but gah it gets borin. Its been done to death. Something like this would make pvp more meaningfull in a way and would get us around the MC.

Like maybe have it that its 1 random node in every district, changes every server restart.

Oh and *cough* every1 runs to the RP servers to RP, if something like this was to be done, PvP server only please SMILEY

As far as I'm aware, anything applied to the game world (such as permanent pacification zones etc..) would be applied to all servers. Besides, there is nothing inherant in the game's code that forces people to go to Recursion or Syntax to RP, As far as I've heard there is quite a bit of RP on Vector, so even if the idea were to happen, I don't see why Vector should be the only server with it. SMILEY

Indeed, no reason not to include the Non Pvp servers in something like this, they probably have similar problems with mara that we do(Everyone is there and it gets boring)  but that does raise one particular item for those Servers. For the person/team that hacks a node, They would become pvp flagged for the duration of them controlling the hacked node.

From reward should come risk and vice versa.

#36300498654 09/15/2008 09:12:26 Re:Re:An Idea for Acces Nodes
Vinia wrote:
The_Bruceter wrote:

I would really like to see something along the lines of this being implemeted. Mara is ok to pvp in but gah it gets borin. Its been done to death. Something like this would make pvp more meaningfull in a way and would get us around the MC.

Like maybe have it that its 1 random node in every district, changes every server restart.

Oh and *cough* every1 runs to the RP servers to RP, if something like this was to be done, PvP server only please SMILEY

As far as I'm aware, anything applied to the game world (such as permanent pacification zones etc..) would be applied to all servers. Besides, there is nothing inherant in the game's code that forces people to go to Recursion or Syntax to RP, As far as I've heard there is quite a bit of RP on Vector, so even if the idea were to happen, I don't see why Vector should be the only server with it. SMILEY

Ill agree any content that would invest development time to simply be added to our server alone is a simplistic waste and silly on the most basic of levels logisticly.

#36300498697 09/15/2008 10:54:27 Re:An Idea for Acces Nodes

As possible additional/alternative reward for holding the Hacked node for the Entire time period of the Hack, How about  A CQ point for everyone on the team who held the node. It would give more reason to defend the nodes for the entire time and if the Agent spawn chance increase is used, it might not be a cheap way to get CQs without risking anything.

Opinions/ideas on this?

#36300498709 09/15/2008 11:33:05 Re:An Idea for Acces Nodes
This idea is epic. I love it.
#36300498715 09/15/2008 11:47:01 Re:An Idea for Acces Nodes
I'm not a pvper by any means, but I would do this probably a LOT if this was implemented well. 
The "reward" for controlling the hill, whatever it may be, should be something worth the fight though. Might be interesting if you could put hooks into the game that reported how long the hill has been held by the current owner (pwner) org on the Web, with things like "shortest time held" "longest time held" with breakdowns for org, faction, crews, individuals, etc. 
As for the location, I'm thinking it could be a club or maybe the top floor of a building. Perhaps the area hides a door which leads to a special construct, kind of like the white hallways, where consumables or luggables or whathaveyou can be farmed/acquired? 
Rarebit and the dev team should seriously consider doing this. 
/as
#36300498719 09/15/2008 12:15:21 Re:Re:An Idea for Acces Nodes
Asna wrote:
I'm not a pvper by any means, but I would do this probably a LOT if this was implemented well. 
The "reward" for controlling the hill, whatever it may be, should be something worth the fight though. Might be interesting if you could put hooks into the game that reported how long the hill has been held by the current owner (pwner) org on the Web, with things like "shortest time held" "longest time held" with breakdowns for org, faction, crews, individuals, etc. 
I like your thinking on this, Not sure if this is something that the devs could pull off at the start, given the amount of time it took to get a CQ list going. I know they Already have much on their plates so I wanted to try and implement the idea with as much already created content as possible.
As for the location, I'm thinking it could be a club or maybe the top floor of a building. Perhaps the area hides a door which leads to a special construct, kind of like the white hallways, where consumables or luggables or whathaveyou can be farmed/acquired? 
Although a Nice Idea, this might be too much. As I said above, if we could use Already made conent in new ways it makes the process easier to pull off.  I was thinking of the already existing access node locations for these points. In fact I'll probably go search for likely candidate locations soon. 
Rarebit and the dev team should seriously consider doing this. 
/as
#36300498771 09/15/2008 15:06:14 Re:An Idea for Acces Nodes
I had mentioned something similar in this thread, but when it comes down to it, I wouldn't mind seeing this sort of an idea, even if it was only implemented in a construct.
#36300498806 09/15/2008 16:21:08 Re:An Idea for Acces Nodes

Locations for these nodes starting out. You could do one per district. Here are what I think would be Fun places to battle for each district.

Westview

Gracy Heights

Southard

International

There are so many Interesting places here.

Akasaka

Kwoloon

Downtown 

Union Hill

Morrell

Oh and to borrow a bit of coloring from Steele's battleground Idea, Note the colors above. these colors could be used as a lighting color for the node once hacked and lasting until the node is reset.