The following is an example of content that would encourage people to log in, content that I believe we need to move towards if we want automated systems instead of frequent and consistent live events. It works off a rated shifting power & influence score for the 3 organizations that would be shown at the end of each month (maybe as a graph on the forums or in-game). Three things would sway this score, (1) takeovers towers (2)scheduled club takeovers (3) cq points
(1)takeover towers: 3 org towers situated in a neighborhood (3 in mara, 3 in sai kung, 3 in historic) that have a PvP forced radius, each tower can be captured by an org in a pvp situation. There might be a handle(17sec) inside the tower that needs to be activated much like the spotlights at the blue sky event to initiate takeover. A reason to keep the tower in the short term might be buffs that scale, the side with less numbers may hav better buffs given by their tower which can help compensate the Zerg and encourage pvp no matter the numbers situation. Another reason to keep control over the tower may be some kind of integration into the cq system or org strength chart given at the end of each month.
fixes: to avoid players camping out in remote unattended towers from International and Downtown to gain points without fighting, perhaps the other district's towers do not activate untill all three in Richland have been occupied and held. If players wanted to pvp in a different district then one member from each org could flip a seperate activation switch/option in their towers to activate the towers in that district.
Shown below are some images of the idea I have in mind, as you can see these two towers are attached to the bridge near the Mara hardline, another good spot might be behind the hardline allowing the fight to continue in the main area.
(FIGHTING WOULD BE ALLOWED IN THE TOWER, and on the back stairs leading up to them)
The tower design or positions may seem strange, I made these to help you visualize the concept. It should be fun having 45 reds swarming around the areas, the same pvp but with purpose, no more complaining about a zerg since buffs scale up/down depending on number balance. (edit: allthough now I think about it this addition would be good even without the buffs part)
part 2 is..(2)scheduled club takeovers: 2-4 Clubs in each district are available for PvP sieges at specific times every 2 weeks (total 3-6 sieges each weekend), next siege time specified by the faction leader or approved officer after a successful capture. Victory could be declared after the attacking side defeats players defending the club, so that it's not just one pvp sweep the attacking side would have to take out high lvl npcs inside the area. Defenders would win if the attacking side was unable to complete the objective within the hour time limit.Possible tax percentage gain from vendor purchases (would be benifitial for the faction holding the area that contains book stores or collectors that ask for 100mil). This system could also integrate into the cq system or org strength chart given at the end of each month.fixes: to avoid fighting over who gets controll over the club after a win if there are multiple attacking factions signed up for the siege, this would be worked out before the scheduled time (through in-fighting, or dice rolls ;p ) holding faction could also be determined by who had the largest presence at the siege.
(example of a club siege shown below)
Kinda like turf wars, nice idea. But I wouldn't put one of those towers in the middle of the street >_>
I must agree with GG, they look out of place in the bluepill world and seem to suggest a mutual agreement with all 3 Orgs to fight there.
Now if there were three tower blocks close together in downtown, that could work...
Looks like you have put alot of effort into this already. its along the same lines of pvp content being discussed in the warfare thread in syntax->events board. We definitly need some sort of objective oriented pvp rather then just flag up and fight. Hopefully rarebit likes the idea and hopefully its something that can be implemented with the well known restrictions to what can/cant be done.
This would be automated pvp mechanics, nothing to do with rp.
Taking pvp out of mara never works, it always ends up back at mara.
But with a choice it could go to the other districts on occasion, all it would take would be 1 from each org to activate the switch in the other district (to avoid points camping). Alternate fix for this would be gain 0 org-points per 5mins of tower control if there are 0 flagged enemies in the area. If there are 15 flagged enemies in the area gain 15 points per 5mins of tower control.
GoDGiVeR wrote:
I see someone is not up to date on the eye in the sky agenda, let me enlighten you some then.
Link
Sooo you guys have taken the old "control tower" scheme HCFrog and I had and given it a few new names? =p
I'm up for anything that takes the pvp away from the hardline at the end of the universe. (Mara). and I do find watchtowers creepy but I guess the bluepills would feel more safe Hehe.
Rarebit wrote:
You gonna give us anymore then that??? Tell us you will think about it atleast. lol
We can call it control tower if you prefer =)
Yeah, this sounds nice. PlanetSide is built on the concept of turf control, love that game.
Towers tohugh.. Nah. Give some select clubs or dojos a forced PVP area, org lock the doors and call them organisational hangouts. More stuff, like auto-switching control functions would probably require additional programming and messing with the game deeper than the team is comfortable with right now.
It would make way more sense in my opinion to have one control point in every neighbourhood, and use the access nodes as these points. The arc of lightning could change colours to depict who controls, there could be a timer to activate it and if you activate it, a number of lvl 50 NPCS spawn that are the same org as the activator as long as any previous npcs have been killed. To me this seems, easier to implement because it builds on existing content, and if you wanted it could initiate an org buff for anyone in that neighbourhood.
Links to where it (or something similar) has been discussed/ being discussed.
Most recently, Warfare
http://forums.station.sony.com/mxo/...887#36300528739
But also:
http://forums.station.sony.com/mxo/..._id=36300023362
http://forums.station.sony.com/mxo/..._id=36300024216
http://forums.station.sony.com/mxo/..._id=36300025385
I kind of have to interject this.
Say we put Turf Warz into MxO. What's really there to motivate them to do anything at all with this new system? Everyone already PvPs mostly at Mara. No one gets anything but pointless CQs and the thrill of PvP.
Why make these "turf" things around the city a viable thing to PvP for. I mean isn't that just basically what the constructs were for? Look how that turned out.
I mean honestly taxation won't work, because no one really buys anything from vendors anymore. And no one really cares about owning a building, or some zone buff no one really goes to and even if there was a buff, you can't make it a game-changing one. So in the end you'd have to put in PvP Rewards, but hurr that's a whole 'nother thread.
I think this would be far more accesible than the constructs to be honest. And as for the buff, I think it could be decent enough to give you a distinct advantage. Why not make "game changing", or at least close to that level?