Hmmm... have the entire hideout as a pvp zone. " />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...
Vinia wrote:Hmmm... have the entire hideout as a pvp zone. " />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. " /> I think that just complicates things.
ThePigeonKing wrote:Vinia wrote:Hmmm... have the entire hideout as a pvp zone. " />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. " /> 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?
Vinia wrote:ThePigeonKing wrote:Vinia wrote:Hmmm... have the entire hideout as a pvp zone. " />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. " /> 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.
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
Rarebit's words don't fail me, it'd just take a recompile of the ENTIRE district and a huge patch.
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?