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Vsoviari

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  • Location
    In a House
  • Occupation
    Airborne Paratrooper
  1. The strict player vs. player without the bells and whistles, is exactly what sparked this idea for me. I like PvP ( Im going to reference WoW here), but Isle of conquest IMO was outstanding. Different ways to attack the enemy's keep and slaughter the NPC at the end. I get bored with the same ole capture this turret, defend that door. This idea encompasses multiple Idea's from different WZ's with idea's from different games. This Idea was designed as a PvPvE style of WZ or instanced area with limited amount of players allowed. I respect that you prefer strict PvP vs. PvPvE, but I enjoy the latter
  2. I was hoping that something of this magnitude would be available in the first expansion. Once BW figures out how to make a 25 v 25 or even 16 v 16 playable I would like to see a WZ with extras. IMO Players are itching for something new and lets face it, there is only so many ways you can 8 v 8. I think that this style of WZ would give the players something new, as well as fostering more teamwork and strategic game play.
  3. "Before we get started no one is on the line here yet, what I am about to propose to you is both highly lucrative and highly dangerous, if that’s not your brand of vodka eat as much as you like and have a safe journey. No hard feelings. Otherwise, come with me."(Sourcehttp://www.anyclip.com/movies/oceans...vegas/#!quotes) SIZE First to get an idea of the scale of the Battle Field (more than likely an instanced part of the Open world with a set limit to the number of players allowed), think Wintergrasp (or Alterac Valley). With a 100 player limit (50 per faction, once they figure out how to make game play viable with more than 16 people in one place). CONCEPT OF OPERATION The battle space would consist of multiple objectives, resources and tiers of advancement. In an attack and defend style of play. There would be vehicles with weapons, as well as armored personnel carriers (w/o weapons), and even to the extent of aerial vehicles able to drop paratroopers behind the lines. An addition to the battle space would be an item vendor in the assaulting base as well as the defenders base. The items would only be available through this vendor (at no cost, but limit 1 per player, until used or discarded), and used to assist in attacking or defending. BATTLE SPACE The battle space would consist of 3 tiers of defenses, after each tier is taken the assault base moves forward to better facilitate their forces. Each tier of battle space will have 3 generators powering the bombardment shield and security blast doors, once powered down (captured in the same way Novare Coast turrets are) the shield will drop and the doors will be opened. At this time the defenders base will fall back to its next tier of defensible battle space, as the attacking force gains that battle space. A players maxed out crafting crew skill would play a small role in buffing certain aspects of the attacking or defending teams weapons or defenses. This could work where each crafting crew skill, applies a different type of buff. Assault base items could include -Vehicle keys for a particular type of vehicle -- aerial assault vehicle to drop paratroopers, armored personnel carriers, and heavy/medium/light vehicles with weapons. -Portable group shield generator -- when activated it creates an AoE shield (could look like the BH Mercenary energy shield) from the top of the shield generator and out 15 meters. All players affected would be impervious to attacks for the set duration (10 seconds with 30 sec CD), but cannot use ranged attacks from beneath the shield while active. -Grappling hooks -- to scale over walls (rather than blowing them up), will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. -A tunneling device -- to create a path underneath a fortification for a set path 10-20 meters ahead of starting position(on a CD for generator to power back up), will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. - Parachutes -- to be airdropped from an aerial assault vehicle (with player activation). Can attack from the air while in parachute with penalty to hit, will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. - Compact mounted Laser position -- to assist the gun batteries in the demolition of the force field, as well as enemy personnel. It would not be automated (would be too heavy), a player would have to set up the position and then mount it to be effective. -Directional EMP weapon/ AoE grenade-- would have a CD after use but would temporarily disable defensive mortar positions, Anti-Air guns, Anti-personnel lasers, Anti-Tank missile and rocket positions (A limited number of grenades). Defending base items could include -EMP weapons -- used to disable vehicles, group shield generators, Gun Batteries. -Power generator -- used to power any kind of turret. -Defense force, Assault team pack --Anti-personnel/Anti-Tank rockets/missiles (separate amount of limited uses), decryption and slicer software to power down gun batteries, and possibly a type of shield but not to the same extent as the attackers. -Defense force, Defense team pack -- Anti-personnel/Anti-Tank Mines (separate amount of uses)to lay out in a 15m area(limited uses), encryption and slicer software to retake power generators, access keys to man-able watchtowers, pulse grenades to collapse tunnels. VEHICLES -Heavy weapons platform -- heavily armored, slow moving, walker style vehicle. Has the capacity to hold 2 players. Driver operates forward laser battery, the passenger operates an Omni-directional cannon. - Medium weapons platform -- Medium armored, tracked vehicle, which holds one occupant. Cannons and laser battery are fired by the driver. -Light weapons platform -- Shielded, fast moving, agile, wheeled vehicle. Has one small forward laser in front and a limited number of seeking missiles (vehicle must be stopped to use). -Armored personnel vehicle -- Heavily armored, medium speed, tracked vehicle, houses a 4 man assault team (not including driver). - Aerial assault vehicle -- Shielded, lightly armored, semi-agile, fast, aerial assault vehicle. Houses a 4 man assault team (not including driver), no weapons. Would not be on a rail flight path. Each vendor would only have a certain number of available vehicle keys ( because of the limited number of vehicles). This would prevent 10 AAV's from dropping 40 paratroopers behind the lines and rolling over the opposition. Examples of max level crafting bonuses could be -Artifice/Arms tech- after gathering a specific resource in the battle space could, supplement this enhanced crystal /barrel for the laser batteries, and vehicles, increasing its effectiveness by 10%, would have to be applied individually. -Synthweaving/Armormech- after gathering a specific resource in the battle space, could enhance the armor of all vehicles by 10%, would have to be applied individually. - Cybertech/Biochem- after gathering a specific resource in the battle space, could enhance the items efficiency while used in the battle, reducing CDs, or reducing channeling times, or even increasing the items effectiveness. I think this would be very ambitious for the devs, but it seems more fun than dropping people into a large area and saying 'go at it for a while and have fun'!! I think this would breed more teamwork and strategic game play than just throwing mobs of people at each other.
  4. If players had an option to do WZ's without Expertise, even at 50 I think you would find your self alone. Although PvP and PvE both have gearing tiers, in PvE you dont have to get face rolled for weeks just to stand a chance, you just have to learn the fights and gear up through the different tiers. PvP IS mostly about teamwork, skill, and strategy, but almost 40% is your gear. Although 50 PvP is more competitive, expertise is a huge factor in every outcome. If it wasn't, then in the beginning of the WZ everyone wouldn't mouse over each players health pool to judge where their gear is at.
  5. These were just ideas. Ide love to hear what other people would like to add or take away from. I like Open world PvP but faction numbers will always pose a huge problem. Although massive battles are more fun to me than 8v8.
  6. I believe it could work. The timeline I was thinking of was the next expansion. To build this and make everything work will take a long time
  7. "Before we get started no one is on the line here yet, what I am about to propose to you is both highly lucrative and highly dangerous, if that’s not your brand of vodka eat as much as you like and have a safe journey. No hard feelings. Otherwise, come with me."(Sourcehttp://www.anyclip.com/movies/oceans-eleven/welcome-to-las-vegas/#!quotes) SIZE First to get an idea of the scale of the Battle Field (more than likely an instanced part of the Open world with a set limit to the number of players allowed), think Wintergrasp (or Alterac Valley). With a 100 player limit (50 per faction, once they figure out how to make game play viable with more than 16 people in one place). CONCEPT OF OPERATION The battle space would consist of multiple objectives, resources and tiers of advancement. In an attack and defend style of play. There would be vehicles with weapons, as well as armored personnel carriers (w/o weapons), and even to the extent of aerial vehicles able to drop paratroopers behind the lines. An addition to the battle space would be an item vendor in the assaulting base as well as the defenders base. The items would only be available through this vendor (at no cost, but limit 1 per player, until used or discarded), and used to assist in attacking or defending. BATTLE SPACE The battle space would consist of 3 tiers of defenses, after each tier is taken the assault base moves forward to better facilitate their forces. Each tier of battle space will have 3 generators powering the bombardment shield and security blast doors, once powered down (captured in the same way Novare Coast turrets are) the shield will drop and the doors will be opened. At this time the defenders base will fall back to its next tier of defensible battle space, as the attacking force gains that battle space. A players maxed out crafting crew skill would play a small role in buffing certain aspects of the attacking or defending teams weapons or defenses. This could work where each crafting crew skill, applies a different type of buff. Assault base items could include -Vehicle keys for a particular type of vehicle -- aerial assault vehicle to drop paratroopers, armored personnel carriers, and heavy/medium/light vehicles with weapons. -Portable group shield generator -- when activated it creates an AoE shield (could look like the BH Mercenary energy shield) from the top of the shield generator and out 15 meters. All players affected would be impervious to attacks for the set duration (10 seconds with 30 sec CD), but cannot use ranged attacks from beneath the shield while active. -Grappling hooks -- to scale over walls (rather than blowing them up), will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. -A tunneling device -- to create a path underneath a fortification for a set path 10-20 meters ahead of starting position(on a CD for generator to power back up), will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. - Parachutes -- to be airdropped from an aerial assault vehicle (with player activation). Can attack from the air while in parachute with penalty to hit, will also include decryption and slicer software to open sealed blast doors once you've infiltrated the enemy compound. - Compact mounted Laser position -- to assist the gun batteries in the demolition of the force field, as well as enemy personnel. It would not be automated (would be too heavy), a player would have to set up the position and then mount it to be effective. -Directional EMP weapon/ AoE grenade-- would have a CD after use but would temporarily disable defensive mortar positions, Anti-Air guns, Anti-personnel lasers, Anti-Tank missile and rocket positions (A limited number of grenades). Defending base items could include -EMP weapons -- used to disable vehicles, group shield generators, Gun Batteries. -Power generator -- used to power any kind of turret. -Defense force, Assault team pack --Anti-personnel/Anti-Tank rockets/missiles (separate amount of limited uses), decryption and slicer software to power down gun batteries, and possibly a type of shield but not to the same extent as the attackers. -Defense force, Defense team pack -- Anti-personnel/Anti-Tank Mines (separate amount of uses)to lay out in a 15m area(limited uses), encryption and slicer software to retake power generators, access keys to man-able watchtowers, pulse grenades to collapse tunnels. VEHICLES -Heavy weapons platform -- heavily armored, slow moving, walker style vehicle. Has the capacity to hold 2 players. Driver operates forward laser battery, the passenger operates an Omni-directional cannon. - Medium weapons platform -- Medium armored, tracked vehicle, which holds one occupant. Cannons and laser battery are fired by the driver. -Light weapons platform -- Shielded, fast moving, agile, wheeled vehicle. Has one small forward laser in front and a limited number of seeking missiles (vehicle must be stopped to use). -Armored personnel vehicle -- Heavily armored, medium speed, tracked vehicle, houses a 4 man assault team (not including driver). - Aerial assault vehicle -- Shielded, lightly armored, semi-agile, fast, aerial assault vehicle. Houses a 4 man assault team (not including driver), no weapons. Would not be on a rail flight path. Each vendor would only have a certain number of available vehicle keys ( because of the limited number of vehicles). This would prevent 10 AAV's from dropping 40 paratroopers behind the lines and rolling over the opposition. Examples of max level crafting bonuses could be -Artifice/Arms tech- after gathering a specific resource in the battle space could, supplement this enhanced crystal /barrel for the laser batteries, and vehicles, increasing its effectiveness by 10%, would have to be applied individually. -Synthweaving/Armormech- after gathering a specific resource in the battle space, could enhance the armor of all vehicles by 10%, would have to be applied individually. - Cybertech/Biochem- after gathering a specific resource in the battle space, could enhance the items efficiency while used in the battle, reducing CDs, or reducing channeling times, or even increasing the items effectiveness. I think this would be very ambitious for the devs, but it seems more fun than dropping people into a large area and saying 'go at it for a while and have fun'!! I think this would breed more teamwork and strategic game play than just throwing mobs of people at each other.
  8. An open world dynamic PvP environment that resets on a schedule. Combining multiple WZ concepts for an attack and defend style of play. There will of course NEED to be a bolster mechanic in place for the lower population. The open world PvP ground should have vehicles w/weapons, and multiple objective points. Possibly have reusable objects for players to pick up (limit 1 per player), these objects could include; grappling hooks to scale walls, parachutes for players to use after being launched over a wall, devices to dig paths underneath walls, huge laser cannons to blast force fields, keys to operate only a particular vehicle, any of these objects would be attainable from whatever means. All of these objects would play into the teams strategy, which each player would have to carefully choose which one to take cause the vendor is near the medical droid at the assault base. As the attacking team takes more tiers of the battle space, new closer assault bases are constructed and available for use, but only after you have taken so many turrets (something like Novare Coasts system of owning turrets), and brought down the defenders force field. The force field could be done multiple ways as well. Through normal means (taking over gun batteries and blasting it away), or through the objects provided, and can even be done by getting through the guarded walls and taking out the generator manually. In my opinion this type of open world scenario would foster a greater amount of team work and strategies, as there are multiple ways to attack the objective. I know that this is just a huge block of text with ideas thrown in, but that is how brainstorming goes. If you take a place like Wintersgrasp make it larger, and mesh it with Isle of Conquest, Strand of the Ancients, Novare Coast, and also throw in curve balls of having multiple ways to take out the shield generators (instead of having a bottle neck with 1 strategy) with the objects players can pick up and work as a team to assault the enemy, I really think you could have players interests peaked. Edit: make the numbers allowed in the Open world or instanced WZ 30-50ish. With the encounter being on a schedule you could also set up a guild event to run it. I just re-read the yellow post. I guess I got carried away when I read changes to PvP, and just looked right past the 'change 1 thing' part of the post.
  9. Can you please make social gear automatically change to the light medium or heavy armor that your class can use, or whichever is optimum for your class? For now all social gear is only practical for Consulars and Inquisitors. If i work for it ide like to wear my social gear while tanking.
  10. Ahh yes... another one http://i1188.photobucket.com/albums/z405/masonmccabe/WinBug.jpg
  11. I just got done wiht a Hutt ball match after picking up my daily, we won!! yay!! but my daily quest didnt seem to think so?? I'm not completely sure what part of VICTORY the quest isn't tracking?? but this is getting really old. This happends at least 4 times a day on through multiple characters. This wasn't like a Void Star match where we made it to the same part of the ship and im crying cause we had a tie and it said defeated. We Anihilated them, it was a clear victory... yet my daily warzone quest is confused. Iv'e submitted bug reports everytime this happends and yet patch after patch come out and yay still a Win= no win, bug...... http://i1188.photobucket.com/albums/z405/masonmccabe/Victory---Butnot-1.jpg
  12. When my companion came back from a failed Diplomacy mission which was to give me Light Side or Dark Side points (I can't remember which it was supposed to give) It gave me some LS/DS points but it was a whole number of LS/DS points then .8000488281 I don't know if this was supposed to happen? I understnad that I was supposed to get a percentage of LS/DS points when they fail a mission but do we really need ot go as in depth as .8000488281? So now my Alignment points look like this 2032.8000488281 http://i1188.photobucket.com/albums/z405/masonmccabe/Screenshot_2011-12-16_10_00_46_078501.jpg attached is a photo I took so I'm not accused of "trolling" I understand the need for accuracy but. . . . . . could we just round up to the nearset whole number?
  13. I don't know how the coding for an MMO breaks when it's rushed by 1/2 a million personnel, but there's an interview with James Ohlen somewhere on the web where he states that SWTOR has let in more people in the first day of EGA than most other AAA MMO's have rushing in on launch day. so I can't say that I agree with you that BW doesnt trust thier servers to handle the massive load of personnel that would kill to play this game. I think that BW is some where a in the middle of being too safe and being too crazy with letting hundreds of thousands of people in at the same time. In the same interview J.O. said that they let a couple hundred thousand in on the first day, and on the second day they are going to let even more in for EGA than they did on the first day, and day 3 should be roughly the same as day 2 and by the end of the 3rd day ALL personnell with EGA should be in. (thats the way I read it anyway). So that means that ALL EGA personnel should be in by late thursday, and all EGA people will be getting 96+ hours of EGA.
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