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Org controlled areas of the city.
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Joined: Sep 11, 2005
Messages: 128
Location: Sacramento, CA
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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! SMILEY

Message Edited by T-Rev on 04-30-2006 08:58 PM
Message edited by T-Rev on 04/30/2006 19:58:42.



Perceptive Mind

Joined: Aug 20, 2005
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Not in my best interest... I usually play alone





Joined: Sep 11, 2005
Messages: 128
Location: Sacramento, CA
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I'm sorry but your post had absolutly no constructive critisism or feedback or input!

 

If you play alone then you dont care about any of this anyway.

 

Now for people that play an MMO for the fact they want to play with OTHER PEOPLE! (Why do you play an MMO alone anyway? Thats ironic)

Message Edited by T-Rev on 04-30-2006 08:53 PM
Message edited by T-Rev on 04/30/2006 19:53:30.



Jacked Out

Joined: Aug 18, 2005
Messages: 251
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It is a good idea in theory, yes.
I too have posted ideas on this, however.
The only problem that I can see, and really the only major problem there ever is, is numbers.
Numbers, especially in this system, win.
They always will.
How will you compensate for the Machines and Mero's being outnumbered?



Mainframe Invader

Joined: Sep 1, 2005
Messages: 371
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this is a good idea, suports on this one


Enlightened Mind

Joined: Aug 16, 2005
Messages: 23
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+1 Sounds like a great idea!

Only one prob i can see;

1) Possible increase in lag around hardlines due to people fighting in such close proximity.
(Maybe it would be better to have 'Neighbourhood markers' similar to Access nodes, this would alliviate congestion around said HL's and could encompass more than one HL (eg for your 10 total 'areas')


I did have another about global control and timezones, but apon further analysis if a single faction did take a whole area (ie Downtown) their numbers would be divided amoungst attacking factions, and hence I believe balance would naturally ensue...


Great idea Mattax! SMILEY




Joined: Sep 11, 2005
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Well you are right MalakAlhaq, numbers always do win. But on the Syntax server Mero's outnumber Zion and Machines. But sometime Zion has "control" over Mara C when we happen to have more lvl 50 PvPers jacked in at one time. I think this would make it interesting with the numbers.

 

So do you we know we have enough Zions ready to PvP to take the Meros at any given moment? Well one way to find out! SMILEY

 

And because an attack can be at any time it keeps everyone on their toes. If an org forgets about it for awhile they could lose all their zones.

 

But why care if you lose your zones? What benefit or disadvantage do you have with having control of neighborhoods? Another idea!

 

Make Data Miner useful! Have that neighborhood have a permanant data node to tap! Only tappable by the org that has control of the zone. Let that node give a small number of info per minute (10k per minute or something equivelant to what you can get for running missions in info/minute) and CSRs dont worry about people macroing data taps! Why? because if they go afk and the locations of these nodes are known.... well they get ganked! LOL! oooo that would be awesome! You seek and destroy the afk data miners so they wont want to go afk for very long! See? problem solved!


Ascendent Logic

Joined: Sep 4, 2005
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No wonder... T-rev is a non hostile players.... lets all move on lmao



Systemic Anomaly

Joined: Oct 7, 2005
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as much as a good idea it is for syntax and recursion, it woulnd't exactly be good for vector, if you go mara c expect to either zerg or be zerged, and moriah e, appolyon sw, and midian e are really for each of the organizations anyway and to be honest org, controlled area's would make it much harder for low lvles to lvl as they do in vector, it's already hard enuf.



Vindicator

Joined: Oct 22, 2005
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This is a well thought out idea, kudos, and should be directed to the attention of a  Team Developer at once.


But what are the rewards for such hard work, besides the silly Data Miner one?


Here's my thought:


Allied Gang Members. Say the Merovingian takes control of Rogers Way. Amber realizes that she should make a deal with the Frenchman, and so she does. All Merovingian players are exempt from A.S.P. attacks (but still vulnerable to the Agentometer and Mission NPCs)


 


Also, all Richland Neighborhoods should be exempt from this. Noobland must stay free!

Message Edited by ZippydaSquirl on 05-01-2006 07:10 AM
Message edited by ZippyTheSquirrel on 05/01/2006 03:10:04.




Jacked Out

Joined: Aug 16, 2005
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An idea I saw before which I thought was a good idea was that monuments act as devices you can tap. If you hack it then a 200m radius then becomes in control of the org that hacked it, making any hardlines in that radius only available to that one org. Some other plusses are that there are random spawns of that orgs NPCs that will occasionally attack you if you're not in control of the area (like the e pluribus neo spawns).

 

Guarding the monuments would be two high level NPC guards that attack you if you begin to try and hack the monument and if you do start to hack it then you automatically become flagged (or continue to on vector). Much like the spotlights in the anniversary event where it'd be very hard to hack, you'd need to first do one hack, then another for something different and then again to finally take control which would take from 5-10 minutes. Now on your map and atlas it'd be nice if they could add monument blinkers so anyone could see where is being controlled or what is under attack etc.

 

You'd start off by going to the monument

 

Fist hack -Cracking into the monument

Second hack -Shutting off the control (which would shut down all hardlines in that radius meaning no one can just keep reconstructing right next to the hardline)

Third hack -Taking control (after the second hack, this'll be open to all orgs but the previous holding org will have the advantage of having the two guards left over from before, if they aren't dead already)




Joined: Sep 11, 2005
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Yeah those are all good ideas! To those that said the idea would not work for Vector, I already addressed that issue. Your flag turns off in those areas unless you are a particiapating player. I have an alt on Vector so I know how it goes there. SMILEY


Fansite Operator

Joined: Aug 16, 2005
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This could be interesting. Maybe each org could control the area their archivist is in or maybe each one controls one neighbourhood in each district. This would mean the gang in those areas won't be in control which wouldn't be good if the collector has something nice.





Joined: Sep 11, 2005
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Bump ^^^


Jacked Out

Joined: May 14, 2006
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Hmm i dunno T-Rev... i just get this shaking suspicion that machines would control the area 90% of the time. any guesses why lol
 
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