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Dojo Defence!


AltusLive
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Here's my idea for a more engaging approach towards the dojo's, as well as giving a new form of defence that doesn't have us protecting a pod we don't really care about: protecting our dojo!

 

It works as follows:

 

Prep:
There would be a specific set of rooms in a dojo that would be the breech point/hanger bay (whatever you want to call it). During non-event times, we would be able to fortify these rooms with defences (walls, pits, explosive barrels, turrets, etc.), and attempt to have the room as fortified as possible to cover all possible attacks. The defences would take up capacity from the dojo, forcing us to maintain a balance between halls, dojo constructs, and defencive abilities. To stop clutter, there could be a cap on defences per room, and then we could build extended hallways, extra rooms, etc. to allow for more diverse defence options. 

 

Game play:

We would receive unique alerts for clan members to defend the dojo from attack. When you choose to accept the alert, it'll spawn you to a duplicate map of your defence room (as we can't have everyone from those huge dojos in one room attacking things), where your mission will be to stop the enemies from breaching the inner parts of your dojo.

 

There would have to be a percentage victory system (something like number of people in dojo x number of successful defences = victory) to allow everyone in the dojo to have a proper chance to defend, and to force people to actually put some effort in to it. For victory we could get a rare duel mod, or something of the sort. If you fail though, then you'll need to repair your dojo (room restriction for a set amount of time or resources to rebuild, something like that) from the razing it gets.

 

 

As well, to maintain a sense of pressure for maintaining defences, the hanger room defences should need to be repaired or rebuilt after an attack, to force people to maintain vigilance on their dojo.


Ideas? Suggestions?

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Make something similar to Dungeon Defenders and I'm sold :P ,enemy spawn places are each reactor in the dojo,and you have to defend either the main clan hall,great hall,greater hall,grand hall,grandest hall (1 of them) . An artifact spawns in one of them. You can access a console that lets you build defences similar to how you build decorations in the dojo. They act like normal alerts tho,so a group of 4 can use a key that we also get when we craft our normal dojo key,called a dojo defence key (means it's similar to how you do void runs,it is always there and you can only use it on these alerts). If you successfully defend it,they should add maybe some new blueprints for some weapon or maybe a new frame :o

Edited by Sebastianx
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Make something similar to Dungeon Defenders and I'm sold :P ,enemy spawn places are each reactor in the dojo,and you have to defend either the main clan hall,great hall,greater hall,grand hall,grandest hall (1 of them) . An artifact spawns in one of them. You can access a console that lets you build defences similar to how you build decorations in the dojo. They act like normal alerts tho,so a group of 4 can use a key that we also get when we craft our normal dojo key,called a dojo defence key (means it's similar to how you do void runs,it is always there and you can only use it on these alerts). If you successfully defend it,they should add maybe some new blueprints for some weapon or maybe a new frame :o

Actually that's a good idea. We already have the research wings, so they could very easily be incorporated in to a defence mechanism. Just make it so we have to research our defencive abilities (energy wing could research auto turrets, for example).

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Hmm, then we have to make it a requirement for a clan to have an entry point per numbers of room per floor they have. Other wise it would be a big clan with big dojo and only one spawn point where everything get slaughtered by all the people. This way it makes people think more about their dojo room placement and design a better pathway between attack points.

 

Those entry rooms, and maybe even older rooms, may have static defence placements (points where you can interact with to spawn static turrets/traps at a cost, research gives more options) and protect objectives - for ultilities room, reactors, if destroyed will cause the room to be destroyed. for hallways/hall/elevators - control panel, if captured will unlock doors allowing enemies to flood to other rooms.

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Hmm, then we have to make it a requirement for a clan to have an entry point per numbers of room per floor they have. Other wise it would be a big clan with big dojo and only one spawn point where everything get slaughtered by all the people. This way it makes people think more about their dojo room placement and design a better pathway between attack points.

 

Those entry rooms, and maybe even older rooms, may have static defence placements (points where you can interact with to spawn static turrets/traps at a cost, research gives more options) and protect objectives - for ultilities room, reactors, if destroyed will cause the room to be destroyed. for hallways/hall/elevators - control panel, if captured will unlock doors allowing enemies to flood to other rooms.

This was essentially what I had in mind. If you can't defend a room then they spill in to the next room until they've flooded the whole place if not stopped.

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