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Machine and Zion hideouts
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Jacked Out

Joined: Aug 17, 2005
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A story-based alternative to Exile Hideouts, how about some hideouts filled with Machine and Zion aligned NPCs?

A light-bulb appeared over my head when I started doing the lowbie missions and first chapter archive missions. We're always sent to "Machine Data Centers" and "Zion Safehouses", so I figured, why can't we actually FIND these data centers on a regular basis?

The Machine hideout will,  of course, be filled with riot police, riot captains and then Agents with an "Agent LastName" boss, and I guess the Zion hideout can have Zionite operatives of different classes, and then a Zion captain.

The item at the very end can be something you can give in to a Zion or a Machine collector. Maybe these hideouts could be hostile to Merovingian ops, and even Mervs can get something for handing in the Machine or Zion item.

Players of that org can heal and buff these npcs, and even help them out. There can even be a pvp zone in the boss's room.

This would work pretty well in this "we're at war" mode we're in, not to mention how successful the Machine SWAT at the helipad was for a time to stir up some pvp chaos.

Message edited by ThePigeonKing on 05/08/2008 15:49:13.


Vindicator

Joined: Sep 1, 2005
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Awesome idea. What areas could be used for possible hideouts? Or would it have to be one with some sort of mission ticket? Although that would kind of kill the PvP aspect.



Systemic Anomaly

Joined: Oct 10, 2005
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Great idea. How about using the organization construct in someway? not sure how it could work with the organizations key's but they must be away around it and there are still not used very much today.



Jacked Out

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Hmmm... have the entire hideout as a pvp zone. SMILEY

Another idea based on it, have them all pvp and normally populated with NPC's but the 'boss' at the end requires a team to take him/her down with a reward such as a small debuff to the side who's boss was defeated. That boss will stay dead until another sides boss gets defeated...


Jacked Out

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Vinia wrote:
Hmmm... have the entire hideout as a pvp zone. SMILEY<img mce_tsrc=" />

Another idea based on it, have them all pvp and normally populated with NPC's but the 'boss' at the end requires a team to take him/her down with a reward such as a small debuff to the side who's boss was defeated. That boss will stay dead until another sides boss gets defeated...
Not exactly the idea I had in mind, but the reward should be something that would be useful to an org against the other, like a variant of the "Kill-Code" item but one-time use.

And I don't quite agree with the idea of keeping the boss from respawning until the boss on the other side is dead. SMILEY I think that just complicates things.

Message edited by ThePigeonKing on 05/08/2008 16:08:19.


Jacked Out

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ThePigeonKing wrote:
Vinia wrote:
Hmmm... have the entire hideout as a pvp zone. SMILEY<img mce_tsrc=" />

Another idea based on it, have them all pvp and normally populated with NPC's but the 'boss' at the end requires a team to take him/her down with a reward such as a small debuff to the side who's boss was defeated. That boss will stay dead until another sides boss gets defeated...
Not exactly the idea I had in mind, but the reward should be something that would be useful to an org against the other, like a variant of the "Kill-Code" item but one-time use.

And I don't quite agree with the idea of keeping the boss from respawning until the boss on the other side is dead. SMILEY<img mce_tsrc=" /> I think that just complicates things.
Hmmm... fair enough just throwing some ideas out there. I was just thinking along the lines of an incentive for people to help defend their orgs hideout, a org debuff or something like that would imo be a big incentive... still, nvm.

I don't understand what you mean about the 'kill-code' item though, would all team members get it or the person who killed him?

Message edited by Croesis on 05/08/2008 16:14:25.


Jacked Out

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Vinia wrote:
ThePigeonKing wrote:
Vinia wrote:
Hmmm... have the entire hideout as a pvp zone. SMILEY<img mce_tsrc=" />

Another idea based on it, have them all pvp and normally populated with NPC's but the 'boss' at the end requires a team to take him/her down with a reward such as a small debuff to the side who's boss was defeated. That boss will stay dead until another sides boss gets defeated...
Not exactly the idea I had in mind, but the reward should be something that would be useful to an org against the other, like a variant of the "Kill-Code" item but one-time use.

And I don't quite agree with the idea of keeping the boss from respawning until the boss on the other side is dead. SMILEY<img mce_tsrc=" /> I think that just complicates things.
Hmmm... fair enough just throwing some ideas out there. I was just thinking along the lines of an incentive for people to help defend their orgs hideout, a org debuff or something like that would imo be a big incentive... still, nvm.

I don't understand what you mean about the 'kill-code' item though, would all team members get it or the person who killed him?
Probably just the person who looted it, but I'm thinking that it would be a bad enough AOE debuff item to make people want to defend the hideout, and one that can't be sweeped by sweep abilities/antibiotics, and one that can quickly turn the tide on a zerg. So you're right, there certainly needs to be an incentive, and I think the thought of what can happen if the zerg in pvp got a hold of this debuff item in the future can be a good one.

EDIT: Oh, and that's what I mean by Kill-Code, i.e. the one given out during the Neurophyte event in year 1. This item however can be something that sends out a debuff pulse, something more than damaging your accuracy and damage, probably health and IS regen too.

Message edited by ThePigeonKing on 05/08/2008 16:23:13.


Jacked Out

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ThePigeonKing wrote:
Vinia wrote:
ThePigeonKing wrote:
Vinia wrote:
Hmmm... have the entire hideout as a pvp zone. SMILEY<img mce_tsrc=" />

Another idea based on it, have them all pvp and normally populated with NPC's but the 'boss' at the end requires a team to take him/her down with a reward such as a small debuff to the side who's boss was defeated. That boss will stay dead until another sides boss gets defeated...
Not exactly the idea I had in mind, but the reward should be something that would be useful to an org against the other, like a variant of the "Kill-Code" item but one-time use.

And I don't quite agree with the idea of keeping the boss from respawning until the boss on the other side is dead. SMILEY<img mce_tsrc=" /> I think that just complicates things.
Hmmm... fair enough just throwing some ideas out there. I was just thinking along the lines of an incentive for people to help defend their orgs hideout, a org debuff or something like that would imo be a big incentive... still, nvm.

I don't understand what you mean about the 'kill-code' item though, would all team members get it or the person who killed him?
Probably just the person who looted it, but I'm thinking that it would be a bad enough AOE debuff item to make people want to defend the hideout, and one that can't be sweeped by sweep abilities/antibiotics, and one that can quickly turn the tide on a zerg. So you're right, there certainly needs to be an incentive, and I think the thought of what can happen if the zerg in pvp got a hold of this debuff item in the future can be a good one.

EDIT: Oh, and that's what I mean by Kill-Code, i.e. the one given out during the Neurophyte event in year 1. This item however can be something that sends out a debuff pulse, something more than damaging your accuracy and damage, probably health and IS regen too.
Ah I see! Sounds good to me! (I was still a bluepill happily minding my own business in year 1, so didn't experience the Neurophyte event, read about it though...)


Femme Fatale

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This sounds like a good reason to get some empty (ie no Elite Commando) non-instanced White Hallways that lead to the Hideouts (and other random area's of Mega City) which will make it easier for the Devs rather than adding to the current city as it stands.

Nifty idea where ever it happens though




Femme Fatale

Joined: Aug 15, 2005
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Actually, this can be added to the world if Rarebit's words don't fail me, it'd just take a recompile of the ENTIRE district and a huge patch. I wouldn't agree with these being constructs; it's just that awesome of an idea.

Message edited by Roukan on 05/08/2008 17:14:35.



Perceptive Mind

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Oh, I really like this idea.


Systemic Anomaly

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I like the idea, but not so much the far reaching PvP consequences cause that will favour the Zerg at the time, heck the PvPers can go to mara while PvEers go to the hideout, so yeah, just hand out some uber items and be done with it SMILEY



Jacked Out

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Bumping this because it's below redundant threads about hyperjump and hyperjump beta.


Systemic Anomaly

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Roukan wrote:
Rarebit's words don't fail me, it'd just take a recompile of the ENTIRE district and a huge patch.

Remember the last recompile? Hmmm?



Femme Fatale

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TimeMaker wrote:
Roukan wrote:
Rarebit's words don't fail me, it'd just take a recompile of the ENTIRE district and a huge patch.

Remember the last recompile? Hmmm?
The NPC re-flow? Co-ordinates would have to change and so would NPC pathing for this to work I believe; if it was set in a district and not some construct we can teleport to and waste 20 minutes trying to get back in. It would be an arduous and tiresome project for Rarebit to embark on, and he has not the time I would believe. This is all speculation, I don't even know if the game would allow add-ons to the district. From what little knowledge I have of this game's system from what 9mmfu, Rarebit, Dracomet, and Walrus have posted it seems very limited and very linear; which is why Rarebit made Datamine a construct possibly.

Though he could just make an entirely new district..

 
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