Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
MxO Ideas (Discussion Encouraged)
Search inside this topic:
The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3  Next
Author Message


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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.

Message edited by Steelle on 08/08/2008 23:31:20.


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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.

Message edited by Steelle on 07/10/2008 13:19:47.


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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.

Message edited by Steelle on 07/10/2008 13:18:18.


Jacked Out

Joined: Feb 28, 2006
Messages: 153
Location: Recursion Server Handle/Org: AdNoctum/Machines Faction: Exemplar Triune
Offline

I'll be happy if I see just one of these things get made. Awesome work compiling this list!


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

I know some people have already seen some of these ideas in other threads but anyone else wanna chime in?


Femme Fatale

Joined: Mar 31, 2006
Messages: 5017
Location: Groznyj Grad, North of Sokrovenno
Offline

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.




Femme Fatale

Joined: Oct 21, 2007
Messages: 351
Location: Scotland (It's cold and it rains alot, but we do have a mysterious orange beverage to keep us going)
Offline

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.



Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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.



Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

/Bump

Still looking for peoples input.

Feel free to post your own ideas too!


Vindicator

Joined: Aug 15, 2005
Messages: 3484
Offline

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.



Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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.


Jacked Out

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

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.


Jacked Out

Joined: May 9, 2006
Messages: 625
Location: Ontario, Canada
Offline

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?


Vindicator

Joined: Aug 15, 2005
Messages: 5444
Location: In Exilium
Offline

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



MC Photographer

Joined: Nov 17, 2005
Messages: 3758
Location: La Tour de Merovee, Outpost Segur
Offline

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!

 
The Matrix Online » Top » Development Discussion » Development Roundtable Go to Page: 1 , 2 , 3  Next
Go to:   

Version 2.2.7.43