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Badlands - Build An Empire - Updated! Siege Phase I (Pve) & Phase Ii (Pvp) Added!


Mavericksfd
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As someone who has helped develop PVP content in multiple games upon hearing of the ideas the devs have in regards to possible uses of the Badlands I thought I would share a few ideas with the community.  I would like to hear your ideas and what you like or don't like in regards to these.  It is my hope we can continue to develop this thread over time.

 

The purpose of this is to provide ongoing real time combat actions throughout the universe in which a clan or alliance can hold an area for a multitude of benefits.  Some of this was mentioned in the live stream today, however it will not have a lingering effect or provide players with continuing content.  This is a one and done type concept.  Once players obtain what they need they will be done and move on.  I propose a different approach.

 

1. Conqurable Worlds (nodes) in which NPCs will originate depending on tileset.  Their level will be very high and the missions very difficult requiring a close knit group to complete.  Once completed the clan retains ownership of the node.  The clan may now build a battle tower and automated defenses as well as hire mercenaries to guard the system while they are away.

 

2. Spacecraft - A clan must build a spacecraft which takes an huge amount of credits and resources.  Craft can dock at a clans dojo for resupply.  Craft contains lockers in which clan supplies may be placed.  Only one craft per clan, no matter the size, is allowed.  Players may teleport directly to the craft or dojo.  This craft may be dispatched by players with the corresponding rank to control it within a clan to conqurable nodes.  Depending on the distance to the node flight time will vary.  In order for the trip to begin the needed fuel rods must be constructed and placed in the ship's cargo.  These can be made by any player in the clan once research for the rods has been completed.  The craft can be resupplied at any time with new fuel rods by any member of the clan.

 

HorseheadMapFlights_zpsa96401fe.jpg

 

Tenno Assault Craft

 

25 Detonite Injectors

25 Fieldrons

25 Mutagen Mass

50 Orokin Cells

75 Neural Sensors

75 Neurodes

150 Control Module

150 Gallium

150 Morphics

25,000 Rubedo

50,000 Circuits

50,000 Plastids

100,000 Alloy plates

1,250,000 Ferrite

1,250,000 Polymer Bundles

1,250,000 Nano Spores

1,250,000 Salvage

2,000,000 Credits

7 Day Build Time (Cannot be rushed)

 

Fuel Rod Research - 24 Hours To Complete

 

25 Detonite Injectors

250 Detonite Ampules

250,000 Credits

 

Fuel Rod Blueprint (Not Consumed On Use) - 50,000 Credits

 

5 Detonite Ampules

5,000 Credits

1 Hour Build Time

 

3. Attacking - ANY world may be attacked at any time by any clan.  The clan craft must be in orbit to attack. Flight time to each node depends on the distance of the node from the craft.  Incoming craft may be detected by the enemy if they have built an orbital tracking station.  When attacking the group must complete a mission which involves bypassing defenses which have been put in place by the holding clan.  This can include automated laser batteries, traps, mercenaries, and a mercenary boss.  By hacking a console at the end of the mission this will start a defense timer which can range from 8 - 24 hours depending on what the defending clan has set.  Once this timer is complete the attacking clan will have 20 minutes to join a session to destroy the tower.  During this session an enemy team will be present.  Team Captains will be able to use any single use siege items they have built at the beginning of the match such as an EMP missile to disable the defending team's orbital bombardment. To the victor go the spoils.  Revives cannot be used.  Upon completion of the battle 150 renown is awarded to the victor.

 

4. Defending - While any system is under siege no  "renown" will be gained by the clan during this period.  After a successful defense the node is invulnerable for 72 hours.  If an attacking clan is defeated the same clan may not attack the same node for 10 days or the invulnerability time plus one week.  After the invulnerability timer has expired a different clan may lay siege to the node.

 

5. Benefits - As we all know there would be no point in this process unless the benefots were epic.  Each zone will be worth "renown" points.  Research for new mods will be available in the clan dojo via existing labs.  As a part of this process each mod will require a certain amount of "renown" points to research.  Clan leaders will be able to give players "renown" points to use to obtain recipies as they will also require "renown" instead of credits to purchase.  These points may also be used to purchase T4 keys which will have their own unique drop table.  T4 keys may also be purchased with platinum.  "Renown" may also be used to purchased resouce and experience multipliers which normally would only be available using platinum.  World "renown" scores could be tracked and displayed on the Warframe website.

 

6. Siege Phase I - Mercenaries (PvE Concept)

 

Any clan may hire mercenaries which come from the various factions already in game to include Corpus & Grineer.  A player may also purchase a Technocyte capsule which when released upon their mercenaries turns them into the infested.  This can only be done after the mercenaries at the location have been upgraded to the maximum level.  Each respective group has it's own unique "Mercenary Captain" which acts as the boss for the level.  Players may upgrade their mercenaries increasing their level throughout the defensive map.  Due to the extra costs involved the Infested "Mercenary Captain" is the toughest.

 

Map Style - Mobile Defense

 

Players will be hacking into multiple computers to initiate the siege timer.  Once the 4th computer has been hacked the "Mercenary Captain" will spawn.  After defeating him the last computer becomes hackable and is the last objective before extraction.  Once the team extracts the defense timer begins and is visible on the global map.  This siege phase is PvE only.  No enemy players will be present at any time. There are no rewards for this phase.  Enemies will drop resources based on the resource composition for the sector.

 

7. Siege Phase II - PvP Concept

 

After the siege timer has completed a mission will become available to all members of the holding and attacking clans.  Allies may not participate in this for either side.  Allies may help each other by laying siege to other systems and working together in a fashion to overcome a rival clan or alliance.  This mission will remain up for 20 minutes.  Once 4 players for each participating clan have joined the session the battle will begin.  If 4 players from each participating clan have not joined when the timer expires the battle will begin with the players currently joined in the session.  This process allows for meta-gaming where player may try and infiltrate other clans or betray clans during a battle.  Once the session begins the attacking steam will begin on the battle tower ramparts.  A central spire is where the defending clan will spawn.  During this time team captains will have full use of any upgrades or orbital strikes they have developed.  Within the central spire is a hackable console which triggers the self destruct for the tower.  Once this begins a two minute timer starts.  Defending players may hack the console to stop the timer.  Even if all attacking players are killed the timer may still complete destroying the tower and awarding the system to the attacking clan.  Should all attackers be killed and the self-destruct timer is never activated or deactivated the siege timer stops, the system becomes invulnerable for 72 hours, the attacking clan may not siege the system again for 10 days, and renown points are awarded to the victor.  Resource aquisition, research, and construction resume on the system normally.

 

8. Siege - A node is considered under siege when the defense timer is activated.  Once this timer is activated any construction is halted, resources cannot be obtained by the holding clan, no changes in defenses may occur, the defense timer duration may not be altered, and the clan's assault ship who put the node into siege may not be moved.  If the siege is lifted all normal actions resume for the holding clan.

 

9. Clan Requirements - Clans must meet the following minimum requirements in order to initiate a siege battle even if they have built the dojo rooms and spacecraft.  Clan must have a minimum of 4 mastery rank 8 players.  Of the members within the clan at least 4 must have been active in the last 10 days.

 

Constructed Items (NEW Added 3/22/2014)

 

Orbital Tracking Station - Able to detect approaching craft up to a certain distanced based on the upgraded level of the station.  Maximum level is 5.  Exact distances per level are to be determined.  Takes 4 hours to build.  Upgrade to level 2 takes 12 hours, to level 3 takes 24 hours, to level 4 takes 48 hours, to level 5 takes 48 hours.

 

Glacial Terraforming - Map now has ice effects.  Takes 72 hours to build. May not exist where volcanic terraforming has occurred.  (only one type of terraforming may exist unless the terraforming upgrade has been built and upgraded)

 

Volcanic Terraforming - Map now has fire effects.  Takes 72 hours to build. May not exist where glacial terraforming has occurred.  (only one type of terraforming may exist unless the terraforming upgrade has been built and upgraded)

 

Electrical Surge - All water on the map is now electrified.  Takes 72 hours to build. (only one type of terraforming may exist unless the terraforming upgrade has been built and upgraded)

 

Gravitational Singularity - Low gravity is now in effect on the map. Takes 72 hours to build. (only one type of terraforming may exist unless the terraforming upgrade has been built and upgraded)

 

Terraforming Upgrade - Takes 24 hours to build.  Max level is 5.  For each level this is upgraded one new terraforming action may be added to the map. Upgrade to level 2 takes 24 hours, to level 3 takes 48 hours, to level 4 takes 72 hours, to level 5 takes 96 hours.

 

Automated Defense Turrets - Scale in HP and damage based on level.  Maximum level is 5. Takes 4 hours to build.  Upgrade to level 2 takes 12 hours, to level 3 takes 24 hours, to level 4 takes 48 hours, to level 5 takes 48 hours.

 

Anti-Infantry Mines - Install mines placed randomly throughout the map which deal massive damage and have a embedded FoF (friend or foe) chip.  Will damage anyone in the explosion radius, however only an enemy can set one off.

 

Tower Core Upgrade - Increases HP of the tower's core based on upgrade level. Maximum level is 10.

 

Orbital Bombardment - Links tower core to a orbital defense satellite capable of firing into the zone during an enemy incursion.  Delay between firing is based on upgrade level.  Maximum level is 5.  Damage will affect anyone caught in the blast radius.  Strikes may be called in by designated team captain's only.  May only be used after a node is in siege.

 

Laser Barricades - Installs defensive laser barricades into all doorways.  They may be disabled by shooting the door controller or security cameras.  Damage is static and this module cannot be upgraded.

 

Sensor Array Upgrade - Increases HP of all security cameras, door controllers, and at maximum level provides a target indicator for all incursion forces on your mini map.  Maximum level is 10.

 

BattleTowerProgression_zpsb4183e79.png

 

Dojo Addittions

 

Shipyard - Must be constructed as a prerequisite for building the clan spacecraft.

 

15 Neurodes

15 Detonite Ampules

30 Gallium

30 Morphics

30,000 Alloy Plates

250,000 Ferrite

500,000 Credits

5 Forma

72 Hour Build Time (may be rushed using platinum)

 

Navigation Control Center - Must be constructed as a prerequisite for launching the finished spacecraft.  May be used to remotely alter the course of the spacecraft.

 

15 Neural Sensors

15 Orokin Cells

30 Gallium

30 Morphics

30,000 Circuits

250,000 Polymer Bundle

500,000 Credits

5 Forma

72 Hour Build Time (may be rushed using platinum)

 

Teleportation Pads - Must be constructed for Tenno to teleport to and from the ship.

 

15 Orokin Cells

15 Neurodes

30 Neural Sensors

60 Morphics

30,000 Circuits

250,000 Nano Spores

500,000 Credits

5 Forma

72 Hour Build Time (may be rushed using platinum)

 

DojoScreenshot_zps446b0f4e.png

 

This is a very basic concept and I will be adding much more detail as I hash out specific mechanics and items which will go along with this to include costs and time to produce each item.  Another issue to address is combat while items are under construction by the holding clan.  I would enjoy seeing all your comments and keep them constructive.

Edited by Mavericksfd
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I dont like the idea that clan sizes etc will have a influence on my gameplay.

This was a thing i really enjoyed about warframe, the missing pressure of somehow clan related needs and tasks.

You could achieve the same with a 5 man clan like with a 800 man clan.

This seems to change, so i will regret this step for this game but if the majority like this kind of features, then let it come.

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Suggesting PvP improvements or endgame PvP features to the Warframe is very negatively received by the bigger half of the community. Why? Maybe 'coz this game was originaly PvE intended. I like your idea though, but not as PvP feature. Rather as PvE endgame as an addition to Badlands.

 

Edit: As for PvP case, look on Conclaves and how bad playing there is for many players. 1 maxed Soma is nuff to nuke you all the time. If 2 players with maxed Somas clash - only the you can count any kills as a skill. 

Edited by darkhades2012
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Appreciate the input darkhades2012.  I have been looking at PvP as it currently stands and I agree weapons and some classes need to be balanced which is already in the works if you have been following dev live feeds.  This concept really relies on them fixing the current problem before an iteration like this could even be possible.

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This is why a clan can only have one craft.  This is the limiting factor on how many zones they can control.

 

Which can (and almost certainly will) be easily bypassed by making a bunch of Ghost Clans to act as shell companies, claiming towers with them, and throwing the full weight of the parent Moon Clan behind any effort to hold said towers.

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Zuraja this would be easily fixed by increasing the freeze time between leaving and joining a new clan, and only members of the clan who control the node may participate in battles.  Allies may not assist but are useful when controlling a larger region with NAP or non-aggression pacts.  Allies are also useful when launching multiple attacks on a single zone in an attempt to root out the occupants.  Also any member who joins a clan cannot participate in any active sieges.  They may participate only if the siege started while they were in the clan.

 

The effort here is to design a new element to the game centered around PvP aspects with some PvE still involved.  ALL items available through this process can be traded on the open market or purchased with platinum or via special "events" like the alert system we currently have.  These events will be very rare such as getting potato alerts.

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This - and Badlands in general - reminds me vaguely of the legendary DAoC RvR, except without the direct PvP component. Would your towers have Lord-type figures, bosses that you'd have to take down in order to completely capture the tower?

 

For reference, this is a good summary of how RvR worked:

 

http://forums.riftgame.com/game-discussions/pvp-warfronts/268584-info-suggestions-what-daoc-rvr-improvements-rift-should-come.html

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I'm not reading this as PvP so much as I am player-constructed PvP.

 

We create missions with layout and fill them with NPC enemies (of some variety) and then other players can attack them to wrest them from out control. It's a novel concept and I like it. Of course, I'm not the best in the memory department so maybe they did flat-out say this was DIRECT PvP combat (as in FPS-style battles) and now this kind of PVP-by-AI-proxy system I've described.

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@Noble_Cactus I am VERY familiar with the systems which have been tested and implemented within Rift since prior to its release.  I don't think a boss type element would work for the destruction of the tower, however for the initial siege it could be an option to defeat a "Captain of the Guard" to initiate the defense timer.  This boss would be part of hiring mercenaries (NPCs) to defend the tower.  For the actual destruction of the tower the team must destroy the core reactor causing the tower to be destoyed.

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@Morec0 yes there are many NPC elements and player constructions involved in this type of system as both would be needed to create a constantly changing environment.  Yes eventually players will find the optimal way to setup defenses, however in the final fight it will be Player vs Player.  This system is actually a mesh of PvE and PvP combined to creaet a ever changing player controlled environment.  In essence it should be the best of both worlds provided the current issues with PvP are resolved.  To do something of this nature would require a lot of work from the devs.

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@Morec0 yes there are many NPC elements and player constructions involved in this type of system as both would be needed to create a constantly changing environment.  Yes eventually players will find the optimal way to setup defenses, however in the final fight it will be Player vs Player.  This system is actually a mesh of PvE and PvP combined to creaet a ever changing player controlled environment.  In essence it should be the best of both worlds provided the current issues with PvP are resolved.  To do something of this nature would require a lot of work from the devs.

 

I don't like that idea. I play this game for PvE, not PvP in any regards (I have other games for that) - and thus I dedicate no time to practicing and suck very much at it (compared to by PvE ability). I would prefer it to be the classic Invasion system (without NPC helpers) with no direct PvP elements present to interfere.

 

But maybe I'm wrong? This may be fun and it may prove to be something truly awesome. Time will tell, I suppose.

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@Morec0 All the PvE elements will still remain in the game and if you wanted to in your clan you may only wish to participate in the initial sieges which will be PvE based.  You can leave the final battle to those who want the PvP.  This systems allows players to get the best of both worlds and still take part in the empire system.

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@MegaSnail the resource requirements are huge because this will require groups of people to work together.  My small clan of almost 20 members could easily build all of these with no issues and we play casually.  This is what I based it off of.  Serious clans with more members will never have a problem building any of these.  Where it may hurt is clans which only have 4 - 10 members.  They can still do it, but it will take some farming time.

 

@Monolake I am working on a TLDR version of this, but since I am still working our concepts and trying to forsee long term issues it may be a bit before I can tackle it.  I will add it to the list of things to do as I am sure not everyone wants to read that wall of text.

 

@Deidaku due to the limiting factor being clans can only have one ship no clan will be able to insta win the PvP environment.  There are too many nodes spread on opposite corners of the universe.  They could never be in both places at once.  Will it be easier for them to build defenses?  Most likely since they will have a larger resource pool.  Will they get ahead in the first few days?  Probably for the same reason.  The building of defenses however cannot be rushed as to stay away from a pay to win mechanic.  They will have to wait just like everyone else.

 

@Freelancer27 Yes the resouce requirements are massive to get into the mechanic, however this is an end game mechanic and as such has been designed with that in mind.  These only need to be built once and I wouldn't want people all done with it in 24 hours.  Also see the first response for more info.

 

Keep it coming guys.

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