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New Alerts Type - HAZARD

swedsandbroswedsandbro Posts: 26 Arc User
edited September 2012 in Suggestions Box
Edit: Slight change to damage taken from Lightning strikes in Thunderstorm.

This is an idea I got about a new setup of alerts that incorporates an environmental threat to the heroes, based on the setting of the alert. An alert where players have to consider more then just the bad guys when it comes to fighting, keeping them on their toes all the time.

A common denouncer for these would be some sort of environmental hazard that only grows more severe as time passes. As such, I've decided to call these HAZARD alerts.


Thunderstorm

Heroes! The villain has somehow aquired a weather controlling device and they're planning on unleashing the storm of the century upon Millenium city! Stop them before they lay waste to our fair home!

Setting:

Atop a Skyscraper in downtown Millenium City at night. The platform is a square, with forcefield generators spread out to every corner, gaurded by mobs. In the middle is the villain with the machine, initially protected by an impregneble forcefield.

Objective:

- Destroy the forcefield generators!
- Defeat the Villain!

Time limit: 2 Minutes 30 seconds

Hazard:

- Lightning Strikes down on the heroes with even intervalls, completely at random, dealing a percentual damage that completely ignores armor rating.
- At first, the intervall is 10 seconds. As time passes, this is decreased to every 3 seconds max.
- At first, every strike deals damage equal to 2% of a hero's max health. As time passes, this will escalate up to a stunning 15%. These strikes can however hit mobs, however not the villain.

Scenarios:

Success: The villain retreats to the console, attemtping to "Correct" things. ironically, lightning strike it just as he/she arrives, causing it to explode.

Failure: The screen panoramas the city, where lightning strikes ferociously all over, before a final flash causes the screen to whiteout.

Possible villains: New Purple Gang, VIPER, ARGENT, DEMON, Destroids, Player-created, Nemesis, PSI

Eruption

Heroes! The villain has secured a seismic device and position him/herself atop the volcano in Andrith, and they aim to cause an eruption that'll lay waste to both New Gornyj and beareu 17!

Setting:

Atop a hovering metal platform perched high above the Volcano in Andrith. The platform is circular, with the middle portion missing, or rather hovering even further above shielded by a forcefield- Spread across the platform are 4 interactable consoles, protected by mobs.

Objective:

- Lower the platform! You must interract with all four consoles in quick succession to do so.
- Defeat the Villain and destroy the device!

Time Limit: 5 minutes.

Hazard:

- Every now and then, the volcano will send balls of molten magma up unto the platform, making it dangerous to stand in that spot for a while. As time passes, these lava spots will come up more frequently.
- Needless to say: Don't fall down.

Scenarios:

Success: UNTIL is underway with evacuating New Gornyj, when someone points to the calming Volcano. the beastmen and UNTIL then cheer for the heroes.

Failure: The villains gives a laugh as s/he is teleported away and the Volcano erupts.

Possible Villains: VIPER, ARGENT, Destroids, Player-made, Nemesis, Deadman Walkin'

Avalanche

Heroes! The villain has gotten his hands on an ancient totem of Kigatilik, and is now using it to open a portal to the Frost tomb and call down a great Avalanche upon Force Station Steelhead! Stop them, before it's too late!

Setting:

The forzen wastes of Canada, atop Lynx's Fold. The area is surrounded by a raging blizzard, keeping anyone from leaving. Spread across the map are 8 totems and one Grand totem in the middle, protected by mobs and the Villain.

Objective:

- Destroy all the totems. Be careful, the grand totem can create more lesser totems if left unattended!
- Defeat the Villain!

Time Limit: 2 minutes 30 seconds

Hazard:

- The raging blizzard deals continuos penetrating DoT to all players, removes travel powers and chills them. The more time passes, the more the storm rages.

Scenarios:

Success: The totem is destroyed and the storm subsides, enabling UNTIL troops to move in and seize hold of the villain.

Failure: Some soldier down at Steelhead are seen talking, when someone points towards the mountain to see the giant Avalanche come crashing down upon them.

Possible Villains: VIPER, DEMON, Cairngorn Stoneblood, Player-made, Nemesis

Cataclysm

Heroes! The villain is underway with performing a ritual that will cause the earth to sunder and tear all of Vibora Bay apart! You have to stop them before they succeed!

Setting:

You start inside the catacombs of a church in Vibora bay, where you must race against the clock, interacting with wards and defeating mobs in every room before you can move on, finally coming to the inner sanctum where the villain awaits. And all the while, the earth can shake at the worst opportunity.

Objective:

- Dispell the the wards by interacting with the totems!
- Find and defeat the Villain!

Time limit: 5 minutes

Hazard:

- In even intervalls, the ground will tremble below the heroes; removing travel powers, snaring them and even knocking them down. As time passes, the shakes will become more frequent and last longer.

Scenarios:

Success: outside, inhabitants of Vibora are shaking in fear as the earth trembles. however, the trembling soon stops and the relieved citizens cheer for the heroes.

Failure: The villains gives a manic laugh as the church is starting to fall apart from the tremor.

Possible Villains: VIPER, Valerian Scarlett, Sovereign Sons, Dogz, New Shadows, Player-made, Nemesis



And what would the reward be then?

No idea. Questionite is from Rampage, so not that. Maybe Level-appropriate recognition? Lvl 6-10 MCPD, 11-25 Primus, 25-40 UNTIL?
Post edited by swedsandbro on

Comments

  • vorshothvorshoth Posts: 603 Arc User
    edited September 2012
    /signed from me.
    These sound pretty cool and can fit a wide variety of villains, just like Alerts should do.
    [SIGNATURE REDACTED]
  • lokikinlokikin Posts: 624 Arc User
    edited September 2012
    These are damn cool and well thought out scenarios. I /sign this with one exception, get rid of the timer...

    The events you describe are dire and failure means massive devastation and death. The stakes are much higher than the usual timed Alerts and I would hate to have a bad day and be responsible for the repeated destruction of Steelhead. Removing the timer reduces the chance of failure, thus alleviate my guilt...

    :smile:
    _._._._._._._._._._._._._._._._._._._._._._._._._

    M-O-O-N, that spells @Rhyatt

    Originally Posted by mijjestic: Ultimately, though, MMO players throwing stones at each other in this fashion is basically one nerd pointing and laughing at another nerd whose glasses are thicker.

    Laws yes!
  • fentonatorfentonator Posts: 48 Arc User
    edited September 2012
    I like the general notion, but quite simply, I cannot see myself ever bothering with any of these, no matter what sort of reward was offered.

    Why?

    Because they're all basically stacking one cheap trick on top of another to remove every advantage a player has. And because every one of the gimps is one that I absolutely hate one at a time, much less all together.

    Timers? Ugh. Short timers? I have better things to do with *my* time than watch it tick away. More to the point, if these are really 'hazard' encounters, you don't need a timer -- the escalating hazard provides plenty of time pressure as it is.

    One-slip deaths? Thanks, but since I'm fairly sure you won't let my Force toon be able to knock people off the platform on a whim (because it would make things laughably easy), this means that you're not just tilting the playing field, you're pretty much upending it. As it were.

    Removal of travel powers? I'm fine with mobs having the powers that players do, used when a player is just kiting them endlessly. And I bite my tongue and bear it when playing through the *one* section of Whiteout that disables them, because it is a physically small area and they wouldn't provide a dramatic advantage anyway. But why on earth should a flying character get knocked out of the sky because the earth is trembling? I could even see it as part of the Avalanche alert if there were no timer.

    Penetrating damage pretty much just gimps anyone but regen-based toons, who will instead just laugh at the piddling damage you're throwing at them. Unless it is heal-disabling damage in which case you just punked regen harder than anyone, and I'm sure as hell going nowhere near the thing. And, uh, 40% damage every 3 seconds that you can't do a damn thing to avoid or mitigate? Have you actually looked at what that would do to most PCs?

    The *concepts* are all cool, as is the general notion of 'hazards'. I'm all for those. But Gravitar is bad enough, please don't encourage the devs to make even more ridiculously punitive alerts. I guarantee they can win; they have the source code. It isn't interesting to prove that.
  • theapygoostheapygoos Posts: 384 Arc User
    edited September 2012
    this already feels very similar ot the "Burst" alerts

    also no, becuase i dont want any more alerts, i want REAL mission chains that encompass a story arc. alerts are nice for a changeup, and no doubt now a big part of the game, but cmon, why not more comic series?, or things like "the queen city" quest chain as a sort of foreboding sneak peak at Vibora Bay. id rather see that, than a new alert/alert type

    however, if a new alert reward type should be done, level 40's should be able to earn Silver champion recognition, 2 per run upon success, as it would provide an additional much needed venue to earn said currency
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    theapygoos wrote: »
    also no, becuase i dont want any more alerts, i want REAL mission chains that encompass a story arc.

    ^ simply this. I didn't even read all you wrote just the title for that reason.
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  • taintedmesstaintedmess Posts: 446 Arc User
    edited September 2012
    While i like the ideas I dislike the idea of damage that ignores defences while I have no problems with such a mechanic in small doses it should never be used on the scale your suggesting. Make it normal electrical damage with maybe the chance to start a burn patch where it strikes.
  • swedsandbroswedsandbro Posts: 26 Arc User
    edited September 2012
    The whole idea with these alerts is that I want to introduce a new way of making gameplay challenging, except for making Bosses overpowered. Here you have an enemy you can't fight by beating on it until it stops moving, instead it would require teamwork, planning and caution.

    Why penetrating damage? Because if it weren't, tanks wouldn't feel anything from the attacks. I know that's the point here, but remember that a game should be challenging for everyone, not just those who play as DPS or Healers.

    The timer is there because it also adds another layer of difficulty. Now, the time set isn' final, at all. Because I have no idea what to set it as to make it challenging, but not annoying. That depends on difficulty of vilain, number of objectives and goons present.

    But yes, the whole "40% of your healh going bye-bye" might be unappealing to some. But this is only one of the alerts type, and there it strikes at Random. It's probably too much anyhow and should be lowered to about 10-20%, however again it's not the easiest to decide where to put the limit. I mean, 2% every 10 seconds, at random... barely any challenge at all in the beginning. Also, All freeforms have the opportunity to pick up self-heals, and for AT's there's always healing devices to pick up from vendors.
  • herodad1herodad1 Posts: 270 Arc User
    edited September 2012
    good ideas...hate time limits.
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