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Mech and Merv spawns to match Agent spawns.
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Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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The Leo wrote:
Procurator wrote:
True, but that's no excuse to make it worse.
Depends on the view. Gameplay wise it's better. RP wise it's worse, but I can't recall a zionite going to DT to fight any agents just for RP...
I don't think Zionites would actually go out looking for an Agent to fight.


Jacked Out

Joined: Aug 29, 2005
Messages: 2122
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Vinia wrote:
The Leo wrote:
Procurator wrote:
True, but that's no excuse to make it worse.
Depends on the view. Gameplay wise it's better. RP wise it's worse, but I can't recall a zionite going to DT to fight any agents just for RP...
I don't think Zionites would actually go out looking for an Agent to fight.
That's why I said in RP. Imagine they are on a "mission" and get "ambushed" by agents...


Vindicator

Joined: Aug 15, 2005
Messages: 3484
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Hmm, or you could just play on Vector.  You'll get plenty of Zionite "spawns" attacking you there.



Vindicator

Joined: Aug 24, 2005
Messages: 1426
Location: Recursion - Seraphim M.K. II
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lvl 55-60 Zion NPCs on Mechs....but they don't drop the new weapons...


Transcendent

Joined: Dec 25, 2005
Messages: 222
Location: Philadelphia, PA
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Vinia wrote:
The Leo wrote:
Procurator wrote:
True, but that's no excuse to make it worse.
Depends on the view. Gameplay wise it's better. RP wise it's worse, but I can't recall a zionite going to DT to fight any agents just for RP...
I don't think Zionites would actually go out looking for an Agent to fight.
I would.



Jacked Out

Joined: Apr 3, 2006
Messages: 1568
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Hisagawa wrote:
Vinia wrote:
The Leo wrote:
Procurator wrote:
True, but that's no excuse to make it worse.
Depends on the view. Gameplay wise it's better. RP wise it's worse, but I can't recall a zionite going to DT to fight any agents just for RP...
I don't think Zionites would actually go out looking for an Agent to fight.
I would.

I would with my Anome sim homies.


Perceptive Mind

Joined: Aug 20, 2005
Messages: 574
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Keep in mind that the Zionites wouldn't attack the agents as such, but their operatives.  As you said it's war, and if a group of Zion's find a mech allied redpill signal close to their operation, you'd bet your *CENSORED* they'd try to take the threat out.  It would work perfectly fine with the current war storyline.  The thing is other orgs don't want spawns on them period, but zion seems to be okay.

Also I'd love to see more agent activity like was mentioned.  When you tag a node you should still have agents come after you, it would take a little longer to trace the signal (IE it would be scrambled).  Also the more you bend the rules of the matrix (Abilities) Use hyper jump out in the open, use non-silenced weapons (silenced would take longer) the more the agent meter builds up.  How it works now makes not sence at all since the areas are supposed to be "restricted".  Need some more danger added to megacity.



Femme Fatale

Joined: Mar 31, 2006
Messages: 5017
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You can have my Agent Spawns >_<

Everything about the Agents is full of holes RP-wise.  How come the access node Agents cant find me, but the 100s can?  How come jumping on the spot and they forget why they are there and leave instantly where as 255 Agents actually continue to fight.

Personally, I would rather see these Agent spawns gotten shot of, but if you want your own spawns, be my guest SMILEY
I like the idea of a Runtime and a Decellerator spawning together though, you get spawns 1 level ahead of you so easier to kill, but you wont be able to jump away as easily with the Decel.  SMILEY




Jacked Out

Joined: Jun 20, 2006
Messages: 1173
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On the other hand, I could see as to why Agents would spawn on Merovingian operatives. I believe the first video I watched about MxO was a short about how Agents hunted Exiles. Unwanted programs/redpills could be hunted by Machines, thus giving a reason for Agent spawns to land.

On the other hand, this would also work the other way for Zion or Merv teams spawning on Machines. I could see a gang of Exiles see a couple of Mechs and think, "we could jump 'em." However I would probably not suggest implementing this in Downtown, seeing as that is the Machine's main district of operations.

So there is a way Mech/Merv spawns could be added, storyline-wise, you just have to think more vague, yet more precise. I would not suggest Cyph/EPN titled spawns unless the only Zion spawns that spawned were EPN spawns. This would make sense, seeing as EPN is more extreme than typical Zionites, and can prove to be much hastier in their decisions.



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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SolidRevolver wrote:

You can have my Agent Spawns >_<

Everything about the Agents is full of holes RP-wise.  How come the access node Agents cant find me, but the 100s can?  How come jumping on the spot and they forget why they are there and leave instantly where as 255 Agents actually continue to fight.

Don't confuse RP with game mechanics. There are issues, yeah, but they are down to implementation. Getting shot of the spawns right now with no mention as to why in the story would cause a hole, RP wise.


Perceptive Mind

Joined: Aug 20, 2005
Messages: 574
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I woldn't mind some other danger of other orgs either.  It seems that Zion is always the single org to have things spawn.  Let's get some level 50 - 100 Agents spawn on Merv reds/exiles.  According to the lore, they're always being perused by agents as the machines look at old programs as being "waste of resources".  Also this should have been added since the beginning IMO since this "war" will never end unless the matrix ends.

Also as said before, lets get some level 53, 3 chevron reds to spawn on agent operatives. When the war is "over" they stop spawning on both orgs, and maybe replaced by a new enemy.  Also crits are more detailed so you'll know what happening if you do them.



 
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