Content: Takeover Towers

30 posts · 2008-12-13 03:23:17 to 2008-12-19 08:51:31

#36300528749 12/13/2008 03:23:17 Content: Takeover Towers

The following is an example of content that would encourage people to log in, content that I believe we need to move towards if we want automated systems instead of frequent and consistent live events. It works off a rated shifting power & influence score for the 3 organizations that would be shown at the end of each month (maybe as a graph on the forums or in-game). Three things would sway this score, (1) takeovers towers (2)scheduled club takeovers (3) cq points

(1)takeover towers: 3 org towers situated in a neighborhood (3 in mara, 3 in sai kung, 3 in historic) that have a PvP forced radius, each tower can be captured by an org in a pvp situation. There might be a handle(17sec) inside the tower that needs to be activated much like the spotlights at the blue sky event to initiate takeover. A reason to keep the tower in the short term might be buffs that scale, the side with less numbers may hav better buffs given by their tower which can help compensate the Zerg and encourage pvp no matter the numbers situation. Another reason to keep control over the tower may be some kind of integration into the cq system or org strength chart given at the end of each month.

fixes: to avoid players camping out in remote unattended towers from International and Downtown to gain points without fighting, perhaps the other district's towers do not activate untill all three in Richland have been occupied and held. If players wanted to pvp in a different district then one member from each org could flip a seperate activation switch/option in their towers to activate the towers in that district.

Shown below are some images of the idea I have in mind, as you can see these two towers are attached to the bridge near the Mara hardline, another good spot might be behind the hardline allowing the fight to continue in the main area.

(FIGHTING WOULD BE ALLOWED IN THE TOWER, and on the back stairs leading up to them)

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The tower design or positions may seem strange, I made these to help you visualize the concept. It should be fun having 45 reds swarming around the areas, the same pvp but with purpose, no more complaining about a zerg since buffs scale up/down depending on number balance. (edit: allthough now I think about it this addition would be good even without the buffs part)

#36300528751 12/13/2008 03:27:56 Re:Content: Takeover Towers

part 2 is..

(2)scheduled club takeovers: 2-4 Clubs in each district are available for PvP sieges at specific times every 2 weeks (total 3-6 sieges each weekend), next siege time specified by the faction leader or approved officer after a successful capture. Victory could be declared after the attacking side defeats players defending the club, so that it's not just one pvp sweep the attacking side would have to take out high lvl npcs inside the area. Defenders would win if the attacking side was unable to complete the objective within the hour time limit.

Possible tax percentage gain from vendor purchases (would be benifitial for the faction holding the area that contains book stores or collectors that ask for 100mil). This system could also integrate into the cq system or org strength chart given at the end of each month.

fixes: to avoid fighting over who gets controll over the club after a win if there are multiple attacking factions signed up for the siege, this would be worked out before the scheduled time (through in-fighting, or dice rolls ;p ) holding faction could also be determined by who had the largest presence at the siege.

(example of a club siege shown below)

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#36300528753 12/13/2008 03:28:42 Re:Content: Takeover Towers

Kinda like turf wars, nice idea. But I wouldn't put one of those towers in the middle of the street >_>

#36300528754 12/13/2008 03:32:17 Re:Content: Takeover Towers

I must agree with GG, they look out of place in the bluepill world and seem to suggest a mutual agreement with all 3 Orgs to fight there.

Now if there were three tower blocks close together in downtown, that could work...

#36300528755 12/13/2008 03:37:12 Re:Content: Takeover Towers

Looks like you have put alot of effort into this already. its along the same lines of pvp content being discussed in the warfare thread in syntax->events board. We definitly need some sort of objective oriented pvp rather then just flag up and fight. Hopefully rarebit likes the idea and hopefully its something that can be implemented with the well known restrictions to what can/cant be done.

#36300528757 12/13/2008 03:43:12 Re:Content: Takeover Towers

This would be automated pvp mechanics, nothing to do with rp.

Taking pvp out of mara never works, it always ends up back at mara.

But with a choice it could go to the other districts on occasion, all it would take would be 1 from each org to activate the switch in the other district (to avoid points camping). Alternate fix for this would be gain 0 org-points per 5mins of tower control if there are 0 flagged enemies in the area. If there are 15 flagged enemies in the area gain 15 points per 5mins of tower control.

#36300528763 12/13/2008 04:06:06 Re:Re:Content: Takeover Towers

GoDGiVeR wrote:

Kinda like turf wars, nice idea. But I wouldn't put one of those towers in the middle of the street >_>

I see someone is not up to date on the eye in the sky agenda, let me enlighten you some then.

Link

#36300528769 12/13/2008 04:26:32 Re:Content: Takeover Towers

Sooo you guys have taken the old "control tower" scheme HCFrog and I had and given it a few new names? =p

#36300528771 12/13/2008 04:39:46 Re:Content: Takeover Towers

I'm up for anything that takes the pvp away from the hardline at the end of the universe. (Mara). and I do find watchtowers creepy but I guess the bluepills would feel more safe SMILEY Hehe.

#36300528772 12/13/2008 04:45:30 Re:Re:Content: Takeover Towers

Rarebit wrote:

Sooo you guys have taken the old "control tower" scheme HCFrog and I had and given it a few new names? =p

You gonna give us anymore then that??? Tell us you will think about it atleast. lol

#36300528780 12/13/2008 05:22:49 Re:Re:Content: Takeover Towers

Rarebit wrote:

Sooo you guys have taken the old "control tower" scheme HCFrog and I had and given it a few new names? =p

We can call it control tower if you prefer =)

#36300528802 12/13/2008 07:18:22 Re:Content: Takeover Towers

Yeah, this sounds nice. PlanetSide is built on the concept of turf control, love that game.

Towers tohugh.. Nah. Give some select clubs or dojos a forced PVP area, org lock the doors and call them organisational hangouts. More stuff, like auto-switching control functions would probably require additional programming and messing with the game deeper than the team is comfortable with right now.

#36300528804 12/13/2008 07:37:33 Re:Content: Takeover Towers

It would make way more sense in my opinion to have one control point in every neighbourhood, and use the access nodes as these points. The arc of lightning could change colours to depict who controls, there could be a timer to activate it and if you activate it, a number of lvl 50 NPCS spawn that are the same org as the activator as long as any previous npcs have been killed. To me this seems, easier to implement because it builds on existing content, and if you wanted it could initiate an org buff for anyone in that neighbourhood.

Links to where it (or something similar) has been discussed/ being discussed.

Most recently, Warfare

http://forums.station.sony.com/mxo/...887#36300528739

But also:

http://forums.station.sony.com/mxo/..._id=36300023362

http://forums.station.sony.com/mxo/..._id=36300024216

http://forums.station.sony.com/mxo/..._id=36300025385

#36300528865 12/13/2008 10:42:03 Re:Content: Takeover Towers

I kind of have to interject this.

Say we put Turf Warz into MxO. What's really there to motivate them to do anything at all with this new system? Everyone already PvPs mostly at Mara. No one gets anything but pointless CQs and the thrill of PvP.

Why make these "turf" things around the city a viable thing to PvP for. I mean isn't that just basically what the constructs were for? Look how that turned out.

I mean honestly taxation won't work, because no one really buys anything from vendors anymore. And no one really cares about owning a building, or some zone buff no one really goes to and even if there was a buff, you can't make it a game-changing one. So in the end you'd have to put in PvP Rewards, but hurr that's a whole 'nother thread.

#36300528867 12/13/2008 10:45:20 Re:Content: Takeover Towers

I think this would be far more accesible than the constructs to be honest. And as for the buff, I think it could be decent enough to give you a distinct advantage. Why not make "game changing", or at least close to that level?

#36300528900 12/13/2008 13:39:50 Re:Re:Content: Takeover Towers

Ballak wrote:

I kind of have to interject this.

Say we put Turf Warz into MxO. What's really there to motivate them to do anything at all with this new system? Everyone already PvPs mostly at Mara. No one gets anything but pointless CQs and the thrill of PvP.

Why make these "turf" things around the city a viable thing to PvP for. I mean isn't that just basically what the constructs were for? Look how that turned out.

I mean honestly taxation won't work, because no one really buys anything from vendors anymore. And no one really cares about owning a building, or some zone buff no one really goes to and even if there was a buff, you can't make it a game-changing one. So in the end you'd have to put in PvP Rewards, but hurr that's a whole 'nother thread.

I seriously can't decide if you're sarcastic or not.

#36300528908 12/13/2008 13:50:24 Re:Content: Takeover Towers

Honestly I think the whole idea is a joke because the chances of this being implemented are slim to none, GG, but if you would seriously want to implement something like this, you need to give players motivation to do it.

And no, you can't make the buff a game-changing buff. Players who would have a decisive advantage over others would just simply "hold" the turf forever since unbuffed players wouldn't stand a chance. It's like fighting someone fully buffed from Upgrade Master, and told, "If you can't beat him, you can't have those buffs and you can't get said reward for holding this turf."

#36300528909 12/13/2008 13:54:34 Re:Re:Content: Takeover Towers

Ballak wrote:

I kind of have to interject this.

Say we put Turf Warz into MxO. What's really there to motivate them to do anything at all with this new system? Everyone already PvPs mostly at Mara. No one gets anything but pointless CQs and the thrill of PvP.

That's the point, at the moment no one gets anything but pointless cq and fun, with this idea they contribute to the org's power standing points. People can continue to "already pvp at mara" but this time there are points of interest in the immediate area. Teams will have to stop reinforcements joining their attacking or defending group while they are in transit, hold the area after a sweep, or try and powerless someone while they are flipping the switch.

If there is 11 mech and 2 zion... the zions would try to get one of the unattended towers which means the larger group might send 2 or 3 to guard the other two towers (zion in this scenario gets fun balanced pvp while trying to take over the tower) if they won their 2v3 they could capture the tower and get buffed to hell allowing them to take on the 2v11 at the main tower.

Ballak wrote:

Why make these "turf" things around the city a viable thing to PvP for. I mean isn't that just basically what the constructs were for? Look how that turned out.

some don't like the long time wait to get back into the construct for pvp. so they just go to Mara, with the towers this allows them to fight at mara or other districts should there be a concensus to do so.

with the clubs, I think people would find it fun to run with 50 others into a club full of 50 reds and have a large battle with an objective. There would be a specified time and allot of people would log on for the attack. Likewise for those defending, one of the best pvp defend events I was in we had to protect zaitso on vector the reds slowly poured in to the room, that would have been about 50v50.

and what then after a club siege? well they can go back to mara, should the numbers not be in their favour they don't have to logout, they can use the towers to keep the fun balanced

Ballak wrote:

I mean honestly taxation won't work, because no one really buys anything from vendors anymore. And no one really cares about owning a building, or some zone buff no one really goes to and even if there was a buff, you can't make it a game-changing one.

Taxation would be for the areas where factions own clubs. The book store at Midian East sells construct books for 200k, archive tickets for 50k and org keys for 1000k, I wouldn't be surprised if a billion info gets put through there each week, capturing Avalon for 2 weeks or 4 or 6 could be profitable to a faction, this could help with gearing the pvpers in the group and funding the farmers that get the gear instead of the book store info going nowhere into a money sink

#36300528911 12/13/2008 13:59:11 Re:Re:Content: Takeover Towers

Ballak wrote:

Honestly I think the whole idea is a joke because the chances of this being implemented are slim to none, GG, but if you would seriously want to implement something like this, you need to give players motivation to do it.

And no, you can't make the buff a game-changing buff. Players who would have a decisive advantage over others would just simply "hold" the turf forever since unbuffed players wouldn't stand a chance. It's like fighting someone fully buffed from Upgrade Master, and told, "If you can't beat him, you can't have those buffs and you can't get said reward for holding this turf."

The bufs scale depending on which group is failing at the time. The point of the bufs is NOT to enhance the winning side... the point of the buffs is to enhance the loosing side so they CAN take on the winning side. The best fights are when it's evenly matched.

#36300528913 12/13/2008 14:05:17 Re:Content: Takeover Towers

Sorry, but I just don't see this happening. There's a few other MMO's that do that, but I honestly haven't played any of them. I doubt 1bil of info goes through the Archivists weekly, because the majority of people arn't stupid enough to pay 100,000,000 info just to fight a high level npc that drops a wall-kick pill. Besides, the Archivists are all org-based to begin with which relate directly with the constructs so you couldn't really "take these over" to begin with. And over all, I don't think sticking a tower 3 feet away from the hardline is really going to spice PvP up a bit.

But if it's any consolation Natasha, I thought the pictures you made were nice.

#36300528916 12/13/2008 14:12:54 Re:Content: Takeover Towers

Wow. This is Dulux's idea v 2.0.

how about we put one of those useless helicopters flying above Megacity, on the roof of these towers. And then the warcry of the attackers would be: "Get to the choppaaaah!"

...

no pun intended , but i'm curious to whether this is the follow-up to a global resignation of the playerbase on the storyline and a redirection of efforts towards the combat system.

way i see it, you're saying RP is dead, long live PeeVPee.

why do i have the feeling that pvp ideas will be taken in consideration, as opposed to RP ones (i.e.) solutions to content lack, restructuring, etc.

this is not aimed at natasha/steele, nice brainstorming results.

#36300528924 12/13/2008 14:46:22 Re:Re:Content: Takeover Towers

NeoExcidious wrote:

no pun intended , but i'm curious to whether this is the follow-up to a global resignation of the playerbase on the storyline and a redirection of efforts towards the combat system.

way i see it, you're saying RP is dead, long live PeeVPee.

why do i have the feeling that pvp ideas will be taken in consideration, as opposed to RP ones (i.e.) solutions to content lack, restructuring, etc.

this is not aimed at natasha/steele, nice brainstorming results.

I actually envisioned this as something that could help the story of the game, especially in the way I explained it in the Warfare board on the Syntax forums. That idea is considerably different from the one posted here but it had challenges by orgs and events of opportunity where something that is taking place, like the Merv testing an improved, I dunno, commando, that would allow the machines or zion to attack them and establish dominance. I think PVP should but used to make RP and the overall story BETTER.

#36300528930 12/13/2008 15:03:41 Re:Content: Takeover Towers

I like it!  I don't know about the actual towers being put there because that would probably mess with the district to much and require repacking or whatever but maybe some sort of beacon thingy with a small pvp zone like radius placed in various places and that they follow whatever buff thing you were thinking about or points. although if this was done it would be awesome, I see the insentive of trying to take command of an area. I mean it wasn't too long ago people were begging for houses (now we got the org areas).

#36300528951 12/13/2008 15:55:42 Re:Content: Takeover Towers

PvP Content!!!

The reason why pvp never really goes away from mara is because there is no content. If there was PvP (not PvE with flagging) content, of course more people would make their way to it.

I still like SkyBruins idea about Access Nodes round the city as pvp areas.

#36300528964 12/13/2008 16:08:46 Re:Re:Content: Takeover Towers

The_Bruceter wrote:

I still like SkyBruins idea about Access Nodes round the city as pvp areas.

Vector it.

#36300530256 12/18/2008 07:42:14 Re:Content: Takeover Towers
How about this idea;-

Phone Tag.

If people are flag as PVP, they only have access to the hardlines which have been tagged by their organisation.

A Hard line is tagged by taking the faction of the last red pill to use it. Everytime a Hardline is tagged, you get points.

However if you loose a hardline, and you are within a certain radius of it, you loos points.

Something like this been suggested before?

#36300530267 12/18/2008 07:51:44 Re:Content: Takeover Towers
Hmm...I consider myself to be a huge RPer on Syntax. I've never really hung around Mara because PVP doesn't really attract me. But doesn't it seem like this idea would be better implemented or integrated into constructs? Having towers around would definitely increase the PVP population and range. Which isn't a bad thing at all, if you enjoy it.

Personally, it's not something I'd go for. I'd care more about the lack of RP than worrying about how to make the already rich community of PVP any better.
#36300530288 12/18/2008 08:13:34 Re:Content: Takeover Towers

It would be great to see new pvp content.  I wouldnt mind seeing something like tower control in the Datamine.

#36300530512 12/18/2008 14:18:20 Re:Re:Content: Takeover Towers

Vinia wrote:

I must agree with GG, they look out of place in the bluepill world and seem to suggest a mutual agreement with all 3 Orgs to fight there.

Now if there were three tower blocks close together in downtown, that could work...


Yeah, thats my beef with this. I mean, it is SUPPOSED to be a normal city that Operatives are covertly moving through on Operations. I can't see the Machines allowing permanent War Towers to occupy some obvious part of the city, like a public park in front of a church.

My counter to this is, what about the contruction zones? Many of the construction zones already have a serires of skeleton "towers" that are supposed to be the substructure of new buildings. They also have those big cranes, and I've always been a little dissapointed that you can't land on or use the cranes. Maybe these could be slightly modified for this idea?

So I'd say the idea sounds neat, but I'm not for converting regular neighborhoods into war zones. Just because some people could care less about the Matrix world as anything other than a pvp arena, doesn't mean we should just convert the whole city into a battlefield.

#36300530739 12/19/2008 08:51:31 Re:Content: Takeover Towers

I feel like I'm going to end up making a bad name for myself on the forum just re-presenting old ideas that were already shot down...

But why not make some system that involves getting items for points or ranks from PvP?

Nothing game changing, just something nifty to have, so you can be like, "I killed 10 people, I got some shiny gloves."

Just some 2 $i.