I have had this idea in my head for months now that I just can't shake: It is my idea for PVP territory control.
Usually monthly I write out a long schtick that gets ignored about gripes I have about the game. This month I decided to be proactive.
Now, this may seem seems alot like DOAC and Warhammer, but not.
Let's say there are 4 instanced territories in game. 2 are always going to be KDF and 2 are always going to be fed, it doesn't matter who 'controls it'.
These 4 instances are space stations in the Neutral Zone (basically 2 instances are allowed for each faction) .
If you die, you respawn outside the map at each side of the neutral zones pvp station (granalda and K7 or something like that).
Lets say for examples sake that the feds control this territory and the kdf are trying to control it.
Here is the setup.
1 Space Station surrounded by
3 Battlestations surrounded by
5 sensors (from the traalis system) surrounded by
-turrets and pve ships (# depends on how many defending vs how many are attacking)
Stage 1) Disarm Battlestations.
Space Station (unattackable) just FAW fires phasers and photons confidently and randomly (because it has 3 battlestations protecting it)
the 3 Battlestations (attackable and just in range of the edge of the space stations) focus fires and one hits
Right outside the range each battlestation is 5 sensors that are protected by NPC ships (they saw you coming) .
You need to destroy the pve ships AND reprogram the 5 sensors.
If the kdf reprogram the sensor but not the PVE ships (kiting), in a short amount of time the PVE Ships reprogram it back. (lets say 5 minutes)
If the KDF reprogram the sensors and destroy the PVE ships, it takes 15 minutes (up for testing) to spawn the ships and when the ships spawn another 5 minutes to spawn a sensor
The more sensors you reprogram, the less damage the battlestation does (instead of one hitting, it will take 5 hits, for example).
Whether you reprogram none or 5 of the battlestations sensors, the battlestation is disarmable, just not as hard.
Once disarmed, the battlestation takes 30 minutes to fix and is unattackable.
Rinse/repeat for the other 2.
The defenders, who know time in on their side, just need to slow down the attackers or pull them to the battlestations.
The attackers, if there is alot of them, could just rush the battlestations but take alot of losses.
When all battlestations are destroyed, it may be easier to simply reset the instance Kerrat style and have the Space Station surrounded by Battlestations.
Stage 2) Capture the station.
Defenders spawn at the Space Station.
Attackers spawn at the "fleet"
Station weapon platform are attackable and there are more FAW attacks. SS attacks are not powerfull as Battlestations on a single target but very high AOE Damage so you have to stay away from fellow attackers. The station single ship attacks are going to be "target engines" attacks.
Destroy the stations weapon platforms and turrets (# depends on how many defender/offenders there are....i don't know if this is possible), and are respawnable after a few minutes
Space station surrounded by disabled battlestations
Offensive Fleet 40 KM away in a line of lets say 10 ships stretching over 10 km and are slowly moving closer to the Space station and will eventually hit it and take over the station by itself in 50 minutes.
You need to travel from the offensive fleet to the space station and back again sending shock troops to the space station.
When at the Fleet and the Spacestation you can't be attacked when transporting troops or the 'transportation' needs to be retried. You should attack the weapon platforms but PVP ships won't be as accomodating.
You have an hour to get...lets say 20 of these trips done.
Defenders can either slow you down and wait out the hour or destroy your pve Fleet.
Offenders can either defend the fleet, or help transport the troops (but not both, that would be silly).
Either way, if the fleet gets destroyed or the space station gets conqered the instance resets to stage 1 in an hour.
Stage 2 is hard. 20 attackers VS 20 defenders is impossible. You will needs at least 1/3 more attackers than defenders. (some defend the fleet)
If attackers get to stage 2 and find out that it is 40 defenders against their 20, leave and go to another of the 3 territories. The defenders will take a while to find out where you went to.
There could be a Stage 1 1 hour buff for attackers if they make it past stage one (as opposed to just showing up in stage 2).
Attackers: For each territory you capture, you get a 24 hr Attacker buff (game server 24 hr not log in 24 hr) so, theoretically, after you take one, it would be easier to take the 2nd. Of course, there should be more defenders (because there are less stations to defend).
Defenders: If you defend for an hour (in combat or not all you have to do is stay in your faction territory for an hour) you get a 1 hour buff (i guess the same Stage 1 buff)
"Stupid idea. Alot of PVE stuff to do". Well, it is an idea. You think of a better one. I just had to 'get it out'.
I was actually looking for a more in depth system where theres a large warzone engulfing the neautral zone. 1 instance, 50+ ships per side, open to all levels, where the fleets try to capture planets w/ PC and NPC defenders, destroy/capture stations w/ PC and NPC defenders, and take out supply convoys.
You would enter this VERY LARGE zone at Genalda(spelled right?) and K7. The distance between them being about 5 minutes flight time in a VA ship w/ MK XI engines. In between theres stations, convoys, planets w/ capturable interiors, and enemy fleets of NPC and PC fleets.
I liked the persistant PvP zone in WoW that gave a buff to the winning side. I think a simlar thing could be good here.
PvE objectives could also be involved, like scouting missions, where you run in, and run out, returning to your respective base w/ the mission. Taking out NPC convoys for anomolies.
The scouting would give a new use to shuttles, if we can give them a way to be a little faster at regular speeds (if they aren't already)
An interesting Idea is that, given a larger zone size, and the 3D nature of STO's combat, we could put in some fleet SB's in this zone. Destroyable/disableable.
Another, similar zone could be made in the Pi Canis (I believe) sector block. I haven't figured out a good starting point for that area, due to just thinking of it.
In short, we could have a large zone that operates on streaming content to have a perpetual and persistant enviroment in a constant state of flux. This would be seperate from the sector blocks, which could then be thought to represent the "average" boundary between the 2 powers. The status of the zone could be displayed in the PvP queue.
What you guys think? Maybe I should make my own thread on this.
territory control would be ace in STO.. but it needs to be BIG.. not just a couple maps.. like a whole neutral zone filled with systems we can conquer, so you can have large engagements, small engagements, etc.
also there has to be some benefit to holding control over territory.
territory control would be ace in STO.. but it needs to be BIG.. not just a couple maps.. like a whole neutral zone filled with systems we can conquer, so you can have large engagements, small engagements, etc.
also there has to be some benefit to holding control over territory.
I like everyone's ideas so far, and I agree that territory control should be a massive warzone...
But how would we actually go about "capturing" certain areas? If one side wins a warzone instance, part of a sector block turns red/blue? It would be an awesome way to finally allow Klingons access to the Sirius/Regulus sector blocks and Feds to finally see Omega Leonis.
There would have to be certain restrictions on the warzone, though...while I like the idea of allowing all levels in the warzone, a VA shouldn't be able to pick on a LT, so perhaps it should be restricted so that you can only attack others who are within 10 grades of yours.
I've posted my idea before: Make the warzone have massive NPC fleets at either side. Similar to the Kessel system in SWG, which had a star destroyer and corellian corvette that you could destroy. Have a Jupiter dreadnought and a Vo'quv at either side that are fleet flagships, surrounded by a huge armada of NPC ships. Players spawn here and must work together to destroy the other armada to win the war zone, with stations or moons in between to capture as unlockable spawn points.
I like everyone's ideas so far, and I agree that territory control should be a massive warzone...
But how would we actually go about "capturing" certain areas? If one side wins a warzone instance, part of a sector block turns red/blue? It would be an awesome way to finally allow Klingons access to the Sirius/Regulus sector blocks and Feds to finally see Omega Leonis.
In my idea, the sector block map would never change. The warzone map would change based upon the predominance of either factions resources. Planets would reflect the color of their controlling faction. So if you capture a planet as a fed, the zone map would reflect it by turning the planets icon blue. In order to capture a planet, your team must eliminate all NPC defenders, and possibly drive the PC's out. The PC part I'm not really sire about.
In PotBS you have to kill the port commander. Maybe a similar thing. A powerful NPC defended by a small army.
Reinforcements could be brought to the fight also, in a more complicated system, by having a portion of each new PC's crew becoming part of the offensive/defensive army.
I think to an extent the planets could be somewhat long and drawn out, but not to a ridiculous extent. But by haveing the planet instance, and the warzone instance linked, a fleet of ships in orbit could stop reinforcements. Or slow the rate at which they appear.
I think if you were to die in your ship you should respawn at the nearest friendly station/planet. that way its not just a zerg fest. If you die during planet conquest, you get a set limit of respawns and then your removed from the conquest and respawn at the nearest friendly station/planet. You can rejoin the fight, sure, but it will take you a small flight there.
I have had this idea in my head for months now that I just can't shake: It is my idea for PVP territory control.
Usually monthly I write out a long schtick that gets ignored about gripes I have about the game. This month I decided to be proactive.
Now, this may seem seems alot like DOAC and Warhammer, but not.
Let's say there are 4 instanced territories in game. 2 are always going to be KDF and 2 are always going to be fed, it doesn't matter who 'controls it'.
These 4 instances are space stations in the Neutral Zone (basically 2 instances are allowed for each faction) .
If you die, you respawn outside the map at each side of the neutral zones pvp station (granalda and K7 or something like that).
Lets say for examples sake that the feds control this territory and the kdf are trying to control it.
Here is the setup.
1 Space Station surrounded by
3 Battlestations surrounded by
5 sensors (from the traalis system) surrounded by
-turrets and pve ships (# depends on how many defending vs how many are attacking)
Stage 1) Disarm Battlestations.
Space Station (unattackable) just FAW fires phasers and photons confidently and randomly (because it has 3 battlestations protecting it)
the 3 Battlestations (attackable and just in range of the edge of the space stations) focus fires and one hits
Right outside the range each battlestation is 5 sensors that are protected by NPC ships (they saw you coming) .
You need to destroy the pve ships AND reprogram the 5 sensors.
If the kdf reprogram the sensor but not the PVE ships (kiting), in a short amount of time the PVE Ships reprogram it back. (lets say 5 minutes)
If the KDF reprogram the sensors and destroy the PVE ships, it takes 15 minutes (up for testing) to spawn the ships and when the ships spawn another 5 minutes to spawn a sensor
The more sensors you reprogram, the less damage the battlestation does (instead of one hitting, it will take 5 hits, for example).
Whether you reprogram none or 5 of the battlestations sensors, the battlestation is disarmable, just not as hard.
Once disarmed, the battlestation takes 30 minutes to fix and is unattackable.
Rinse/repeat for the other 2.
The defenders, who know time in on their side, just need to slow down the attackers or pull them to the battlestations.
The attackers, if there is alot of them, could just rush the battlestations but take alot of losses.
When all battlestations are destroyed, it may be easier to simply reset the instance Kerrat style and have the Space Station surrounded by Battlestations.
Stage 2) Capture the station.
Defenders spawn at the Space Station.
Attackers spawn at the "fleet"
Station weapon platform are attackable and there are more FAW attacks. SS attacks are not powerfull as Battlestations on a single target but very high AOE Damage so you have to stay away from fellow attackers. The station single ship attacks are going to be "target engines" attacks.
Destroy the stations weapon platforms and turrets (# depends on how many defender/offenders there are....i don't know if this is possible), and are respawnable after a few minutes
Space station surrounded by disabled battlestations
Offensive Fleet 40 KM away in a line of lets say 10 ships stretching over 10 km and are slowly moving closer to the Space station and will eventually hit it and take over the station by itself in 50 minutes.
You need to travel from the offensive fleet to the space station and back again sending shock troops to the space station.
When at the Fleet and the Spacestation you can't be attacked when transporting troops or the 'transportation' needs to be retried. You should attack the weapon platforms but PVP ships won't be as accomodating.
You have an hour to get...lets say 20 of these trips done.
Defenders can either slow you down and wait out the hour or destroy your pve Fleet.
Offenders can either defend the fleet, or help transport the troops (but not both, that would be silly).
Either way, if the fleet gets destroyed or the space station gets conqered the instance resets to stage 1 in an hour.
Stage 2 is hard. 20 attackers VS 20 defenders is impossible. You will needs at least 1/3 more attackers than defenders. (some defend the fleet)
If attackers get to stage 2 and find out that it is 40 defenders against their 20, leave and go to another of the 3 territories. The defenders will take a while to find out where you went to.
There could be a Stage 1 1 hour buff for attackers if they make it past stage one (as opposed to just showing up in stage 2).
Attackers: For each territory you capture, you get a 24 hr Attacker buff (game server 24 hr not log in 24 hr) so, theoretically, after you take one, it would be easier to take the 2nd. Of course, there should be more defenders (because there are less stations to defend).
Defenders: If you defend for an hour (in combat or not all you have to do is stay in your faction territory for an hour) you get a 1 hour buff (i guess the same Stage 1 buff)
"Stupid idea. Alot of PVE stuff to do". Well, it is an idea. You think of a better one. I just had to 'get it out'.
anyone interseted in this topic needs to try the browser based game battlestar galactica online.
It has a very simple yet effective territory control system that would be a great foundation for STO
basically there are a series of systems (much like the ones we have now, but with larger player counts possible)
each system is full of asteroids to be mined and npcs to kill,
each system has large captial ships for each side at either end.
players battle one another to force the enemey capital ship to retreat and thus claim the system.
while all this is going on other players harvest and mine asteroids or kill npcs for resources to upgrade ships and skills.
the beauty od the system is that you need to travel in jumps from one system to another, so that there are always 4 to 5 front lines where system control is pushing back and forth.
Open PvP Zone Sector Block
An entire sector block seated between Klingon, Romulan and Federation space, preferably also near Cardassian space.
The Open PvP Sector Block has an exploration cluster attached to it that allows certain PvE related activities to contribute to the overall territory control game. Unique for that cluster is that all factions can visit it, and that it is possible to engage enemies. (More below)
The Sector Block is distributed by a grid. Each section of the grid has a unique PvP objective attached to it, a "point of interest".
Sector Space Engagements
This is an option in Open PvP Sector Blocks and Open PvP Exploration Clusters.
Players can choose to attack another player in sector space. The players are transferred to a PvP enabled map, and a marker indicating an ongoing battle is placed on the sector block. Other players can choose to join.
The map is either determined randomly or depends on the sector. The maps might have unique "unfair" features - like a map where cloaking devices do not work, a map full of (micro)nebulas where ships can hide in.
A player has the option to reject a battle while still in Sector Space, or to yield and give up. In addition, the map scenario is concluded after a certain number of deaths, or an alternative "win" conditon - like hiding succesfully for at least 5 minutes in a nebula, or collecting certain materials that help the players escape.
Whether your opponent gives up voluntarily or fails the objective, the winning side earns bonus points towards the territorial control game.
Once a faction has a certain amount of minimum points in an area, it can mount an attack on the PvP objective.
Such engagements do not only have to be Space PvP objectives. One side can choose to force a ground battle, representing both sides fighting for a particular object or person of interest. (The side that makes the decision is the one that is currently controlling the grid element, or the attacker, if neither party has control.)
Territory Control Mechanics
The goal of the territory control game is to capture the different PvP objectives and move your way towards the enemy base.
Earning and Losing Control Points
PvE Exploration Missions
Completing Exploration Missions earns you items that represent effectively control points, or change how many control points you can earn.
Assault Points: Some missions earn you items that grant you assault points. Assault points can be spent on sectors controlled by the enemy and lowers their control points, and provides a small buff to control points earned when you win Open PvP Engagements. Assault points are represented by trade items representing weapons and engine technology or deliveries, military aid agreements, or ships.
Defense Points: Some missions earn you items that grant you defense points. Defense points can be spent on sectors controlled by yourself and give you a small bonus to your control points. It provides a small debuff to control points earned by your enemy when they win Open PvP egangements. Defense Points are represented by shields and hull technology or deliviers, peace agreements or research aid.
Losing a battle in a PvE Exploration Zone causes you to earn a specific debuff that lasts for a certain time or until you won again. While the debuff lasts, you cannot use Assault or Defense Points.
Sector Space Engagements
If you win a sector space engagement, your faction gains control points in that grid section.
Conquering or Raidinga PvP Objective
If you succesfully raid or conquer a PvP objective, you earn control points for all grid sections you control, and the enemy loses control points for all grid sections you control.
Conquering and Raiding
Each Sector Grid has a major location each party is fighting for. We assume that the goal is never to destroy the location, as it is too valuable.
To be able to mount any attack at all, your faction control points need to exceed a certain minimum threshold. Raiding
You can raid if you have reached only the minimum threshold, but have less than the attacker. Raiding leads to a different mission then conquering an area. The goal of a raid is typically damaging the station, sabotaging it, stealing supplies, or halting supply deliveries.
Optionally, a raid might merely be a PvE mission, with all the rules of an STF, e.g. requiring a 5 man team - no more, no less, or a Fleet Action, or it is afully fledged PvP scenario.
A possible restriction for a Raid might be that it's always a small team and not quite "Open", and there might be more PvE elements.
If you succesfully raid an enemy controlled objective, your enemy loses control points in that grid section and all adjoining ones, opening his position for further attacks.
Conquering
If you have reached the minimum threshold and your control points exceed those of your opponents, you can launch a conquest. There might need to be a certain window on which a conquest is possible to allow players in the area to coordinate an assault.
Conquest usually is composed of multiple phases, and should always contain space and ground elements.
Attacking the enemy faction's HQ
Attacking the enemy head quarter is particular challenging task. Raids and Conquest missions will always include NPC enemies to make up missing player ranks to achieve a high difficulty level. A succesful conquest gives access to special missions to both sides (including stuff like adding a PvP enabled version of ESD or Q'onos). After the "conquest", you might not really "own" the new station, but you might get access to unique vendors, while your enemy loses all access to its HQ's perks.
Owning and Maintaining a a grid section
Perks of owning a grid section
When you the proud owner of a grid section, you have access to its perks. You need a certain minimum threshold of control points to have actual access.
NPC Vendors for rare or very rare gear, some only available at this location
NPC Bridge Officer trainer that train rank III skills (costs are higher than usual, of course)
NPC Bridge Officer aquisition with superior traits (costs are higher than usual, of course)
Access to Crafting Station for unusual gear, including possibly set items and consumables.
Territory Control Advantage Abilities. These abilities gain advantages in engagements that happen as part
Increased control point gains in adjoining sectors.
Maintaining a grid section
Maintaining includes protecting yourself from PvP Raids and Conquest attempts, but also PvE goals. If you fail to satisfy these goals, you lose control points. Achieving the goals might yield rewards on your own, as you complete unique PvE or PvP missions.
Grid Section Points of Interest
These are example of the various PvP objectives. Some might be available multiple times.
Tachyon Detection Grid Command Center The Tachyon Detection Grid Command Center coordinates the various tachyon detection satellites throughout the sector. Controlling it grants access to its resources, and also allows sabotage of opponent's tachyon detection abilities.
On the Grid Command Center, you can acquire two consumables. Each consumable has 3 charges, requires no device slot and is unique, e.g. you can have only one of each on you. They have a shared 2 minute cooldown and an individual 5 minute cooldown.
Tachyon Detection Aid: For 15 seconds, all hostile cloaked vessels are revealed on your current map.
Tachyon Detection Sabotage: For 30 seconds, Tachyon Detection Aid is supressed on your current map.
Subspace Communication Relais Owning the relais gives instant and safe subspace communication between all vessels in the area, and allows your side to react more quickly to threats.
On the Relais, you can acquire one consumable. The consumable has 3 charges, requires no device slot and is unique, and has a 5 minute cooldown. Upon consumption, you call in one PvE ship to your aid. The ship lasts until it is destroyed or you leave the current map.
Nebula Mining Facility A mining facility in the middle of a nebula that is used to mine various gases.
You can get Hydrogen Surplus fuel or similar things here.
Dilithium Mining Facility A planetary mining facility where you gather dilithium.
You might earn "raw dilithium" crystal consumables that provide a boost of sector space speed.
Transwarp Gate
Owning the transwarp gate allows you to buy a consumable transwarp token with which you can reach it at any time from any location. (Which allows you to get faster into the PvP area if you're doing something else, but you have to defend a PvP objective, or attack one.)
Research & Development Station
A station where you get access to Rank III power trainers for Science skills, and craft special science consoles, deflectors, science kits and personal shields.
Repair Facility
A station where ships can go to repair ship injuries. On the station you can also find a Rank III power trainer for Engineering skills, and craft special engineering consoles, impulse engines, engineering kits, and personal armor
Military Observation Post
A base within an asteroid field. Grants access to Rank III power trainier for Tactical skills, and you can craft special tactical consoles, shield arrays, tactical kits and personal weapons.
Planetary Colony
A large planet with cities and all. Grants you access to new Duty Officers and rare bridge officers.
Large Nebula
A large, expansive nebula that hinders interstellar navigation. Freighters of both factions fly through its thinnest area, but need to drop to sublight at a few spots, increasing the risk of raids.
Features an Open PvP zone where you defend or attack enemy freighters.
Raids focus on conquering enemy freighters (and the defenders try to save them), Conquest is about taking control of various satellites within the nebula that are used to determine the safest path through it.
Faction HQ
The faction HQ provides access to an Emblem Vendor and normal Crafting consoles and maybe even special crafting consoles for unusual weapons.. While you have control of your HQ, you also have access to "generic" mission givers that set PvP and Territory Control related goals, like "conquer grid x-y" or "destroy 20 player ships" or "win 5 Open PvP battles".
If you've lost control, your only mission is to retake your HQ.
The HQ might be associated to a station, but might actually be located on an inhabitated planet, allowing more interesting plantery and urban warfare on the ground.
(the above I posted here already once: http://forums.startrekonline.com/showthread.php?t=207102)
An interesting idea that came up elsewhere was to also have Diplomacy make an effect on territory control. This would be very "Trek"-like - some battles can be averted with diplomatic efforts, and possibly even systems turn based on diplomatic attempts. Coming up with a good Diplomacy PvP system is its own challenge, of course.
Here is my proposal, it also integrates alot of what Darren has suggested with a twist of balance on and for those that will think they would be left out on such a system. My ultimate concern though, i cant see such a system happening in a very and i mean very long time.
Also, such a system would have to overhaul the artificial universe that we currently have, which if iam not mistaken is getting an overhaul.
I just want to thank the folks in this thread who has taken the initiative to throw out ideas for territory control PvP. It's something that we need to talk about constantly as a community in the forums in order to show the developers that there is value in putting priority in such a great endeavour.
Well, Cryptic said like a week after release that they realize that the community wants a territory control system and plan on implementing it.
Well over a year later they said they are in discussions on how to implement it.
So, either it is really hard to book a meeting room or
they had other priorities that were more important (like alll that KDF content) or
the didn't have any ideas.
My idea simply used the resources that they already had available. My idea was just something that I had on my mind for a while. I expect the next engineering report to say that they have been in discussions with the designers and have come up with some good ideas.
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Comments
You would enter this VERY LARGE zone at Genalda(spelled right?) and K7. The distance between them being about 5 minutes flight time in a VA ship w/ MK XI engines. In between theres stations, convoys, planets w/ capturable interiors, and enemy fleets of NPC and PC fleets.
I liked the persistant PvP zone in WoW that gave a buff to the winning side. I think a simlar thing could be good here.
PvE objectives could also be involved, like scouting missions, where you run in, and run out, returning to your respective base w/ the mission. Taking out NPC convoys for anomolies.
The scouting would give a new use to shuttles, if we can give them a way to be a little faster at regular speeds (if they aren't already)
An interesting Idea is that, given a larger zone size, and the 3D nature of STO's combat, we could put in some fleet SB's in this zone. Destroyable/disableable.
Another, similar zone could be made in the Pi Canis (I believe) sector block. I haven't figured out a good starting point for that area, due to just thinking of it.
In short, we could have a large zone that operates on streaming content to have a perpetual and persistant enviroment in a constant state of flux. This would be seperate from the sector blocks, which could then be thought to represent the "average" boundary between the 2 powers. The status of the zone could be displayed in the PvP queue.
What you guys think? Maybe I should make my own thread on this.
sorry, i had to :P
territory control would be ace in STO.. but it needs to be BIG.. not just a couple maps.. like a whole neutral zone filled with systems we can conquer, so you can have large engagements, small engagements, etc.
also there has to be some benefit to holding control over territory.
Thats what my post was all about
But how would we actually go about "capturing" certain areas? If one side wins a warzone instance, part of a sector block turns red/blue? It would be an awesome way to finally allow Klingons access to the Sirius/Regulus sector blocks and Feds to finally see Omega Leonis.
There would have to be certain restrictions on the warzone, though...while I like the idea of allowing all levels in the warzone, a VA shouldn't be able to pick on a LT, so perhaps it should be restricted so that you can only attack others who are within 10 grades of yours.
I've posted my idea before: Make the warzone have massive NPC fleets at either side. Similar to the Kessel system in SWG, which had a star destroyer and corellian corvette that you could destroy. Have a Jupiter dreadnought and a Vo'quv at either side that are fleet flagships, surrounded by a huge armada of NPC ships. Players spawn here and must work together to destroy the other armada to win the war zone, with stations or moons in between to capture as unlockable spawn points.
Something to that effect.
As it stands right now, the PvP in game is not meaningful and bores me to tears.
Terrirtory control and an active warzone? That would rock, hard, and I could get behind that.
But PvP in a shoebox that is nothing but an arena full of people shooting at the weakest ship?
ZZZZZZZZZZZZZZZZZZ..................
In my idea, the sector block map would never change. The warzone map would change based upon the predominance of either factions resources. Planets would reflect the color of their controlling faction. So if you capture a planet as a fed, the zone map would reflect it by turning the planets icon blue. In order to capture a planet, your team must eliminate all NPC defenders, and possibly drive the PC's out. The PC part I'm not really sire about.
In PotBS you have to kill the port commander. Maybe a similar thing. A powerful NPC defended by a small army.
Reinforcements could be brought to the fight also, in a more complicated system, by having a portion of each new PC's crew becoming part of the offensive/defensive army.
I think to an extent the planets could be somewhat long and drawn out, but not to a ridiculous extent. But by haveing the planet instance, and the warzone instance linked, a fleet of ships in orbit could stop reinforcements. Or slow the rate at which they appear.
I think if you were to die in your ship you should respawn at the nearest friendly station/planet. that way its not just a zerg fest. If you die during planet conquest, you get a set limit of respawns and then your removed from the conquest and respawn at the nearest friendly station/planet. You can rejoin the fight, sure, but it will take you a small flight there.
/signed
/10chars
It has a very simple yet effective territory control system that would be a great foundation for STO
basically there are a series of systems (much like the ones we have now, but with larger player counts possible)
each system is full of asteroids to be mined and npcs to kill,
each system has large captial ships for each side at either end.
players battle one another to force the enemey capital ship to retreat and thus claim the system.
while all this is going on other players harvest and mine asteroids or kill npcs for resources to upgrade ships and skills.
the beauty od the system is that you need to travel in jumps from one system to another, so that there are always 4 to 5 front lines where system control is pushing back and forth.
An entire sector block seated between Klingon, Romulan and Federation space, preferably also near Cardassian space.
The Open PvP Sector Block has an exploration cluster attached to it that allows certain PvE related activities to contribute to the overall territory control game. Unique for that cluster is that all factions can visit it, and that it is possible to engage enemies. (More below)
The Sector Block is distributed by a grid. Each section of the grid has a unique PvP objective attached to it, a "point of interest".
Sector Space Engagements
This is an option in Open PvP Sector Blocks and Open PvP Exploration Clusters.
Players can choose to attack another player in sector space. The players are transferred to a PvP enabled map, and a marker indicating an ongoing battle is placed on the sector block. Other players can choose to join.
The map is either determined randomly or depends on the sector. The maps might have unique "unfair" features - like a map where cloaking devices do not work, a map full of (micro)nebulas where ships can hide in.
A player has the option to reject a battle while still in Sector Space, or to yield and give up. In addition, the map scenario is concluded after a certain number of deaths, or an alternative "win" conditon - like hiding succesfully for at least 5 minutes in a nebula, or collecting certain materials that help the players escape.
Whether your opponent gives up voluntarily or fails the objective, the winning side earns bonus points towards the territorial control game.
Once a faction has a certain amount of minimum points in an area, it can mount an attack on the PvP objective.
Such engagements do not only have to be Space PvP objectives. One side can choose to force a ground battle, representing both sides fighting for a particular object or person of interest. (The side that makes the decision is the one that is currently controlling the grid element, or the attacker, if neither party has control.)
Territory Control Mechanics
The goal of the territory control game is to capture the different PvP objectives and move your way towards the enemy base.
Earning and Losing Control Points
PvE Exploration Missions
Completing Exploration Missions earns you items that represent effectively control points, or change how many control points you can earn.
- Assault Points: Some missions earn you items that grant you assault points. Assault points can be spent on sectors controlled by the enemy and lowers their control points, and provides a small buff to control points earned when you win Open PvP Engagements. Assault points are represented by trade items representing weapons and engine technology or deliveries, military aid agreements, or ships.
- Defense Points: Some missions earn you items that grant you defense points. Defense points can be spent on sectors controlled by yourself and give you a small bonus to your control points. It provides a small debuff to control points earned by your enemy when they win Open PvP egangements. Defense Points are represented by shields and hull technology or deliviers, peace agreements or research aid.
Losing a battle in a PvE Exploration Zone causes you to earn a specific debuff that lasts for a certain time or until you won again. While the debuff lasts, you cannot use Assault or Defense Points.Sector Space Engagements
If you win a sector space engagement, your faction gains control points in that grid section.
Conquering or Raidinga PvP Objective
If you succesfully raid or conquer a PvP objective, you earn control points for all grid sections you control, and the enemy loses control points for all grid sections you control.
Conquering and Raiding
Each Sector Grid has a major location each party is fighting for. We assume that the goal is never to destroy the location, as it is too valuable.
To be able to mount any attack at all, your faction control points need to exceed a certain minimum threshold.
Raiding
You can raid if you have reached only the minimum threshold, but have less than the attacker. Raiding leads to a different mission then conquering an area. The goal of a raid is typically damaging the station, sabotaging it, stealing supplies, or halting supply deliveries.
Optionally, a raid might merely be a PvE mission, with all the rules of an STF, e.g. requiring a 5 man team - no more, no less, or a Fleet Action, or it is afully fledged PvP scenario.
A possible restriction for a Raid might be that it's always a small team and not quite "Open", and there might be more PvE elements.
If you succesfully raid an enemy controlled objective, your enemy loses control points in that grid section and all adjoining ones, opening his position for further attacks.
Conquering
If you have reached the minimum threshold and your control points exceed those of your opponents, you can launch a conquest. There might need to be a certain window on which a conquest is possible to allow players in the area to coordinate an assault.
Conquest usually is composed of multiple phases, and should always contain space and ground elements.
Attacking the enemy faction's HQ
Attacking the enemy head quarter is particular challenging task. Raids and Conquest missions will always include NPC enemies to make up missing player ranks to achieve a high difficulty level. A succesful conquest gives access to special missions to both sides (including stuff like adding a PvP enabled version of ESD or Q'onos). After the "conquest", you might not really "own" the new station, but you might get access to unique vendors, while your enemy loses all access to its HQ's perks.
Owning and Maintaining a a grid section
Perks of owning a grid section
When you the proud owner of a grid section, you have access to its perks. You need a certain minimum threshold of control points to have actual access.
Maintaining a grid section
Maintaining includes protecting yourself from PvP Raids and Conquest attempts, but also PvE goals. If you fail to satisfy these goals, you lose control points. Achieving the goals might yield rewards on your own, as you complete unique PvE or PvP missions.
Grid Section Points of Interest
These are example of the various PvP objectives. Some might be available multiple times.
Tachyon Detection Grid Command Center
The Tachyon Detection Grid Command Center coordinates the various tachyon detection satellites throughout the sector. Controlling it grants access to its resources, and also allows sabotage of opponent's tachyon detection abilities.
On the Grid Command Center, you can acquire two consumables. Each consumable has 3 charges, requires no device slot and is unique, e.g. you can have only one of each on you. They have a shared 2 minute cooldown and an individual 5 minute cooldown.
Subspace Communication Relais
Owning the relais gives instant and safe subspace communication between all vessels in the area, and allows your side to react more quickly to threats.
On the Relais, you can acquire one consumable. The consumable has 3 charges, requires no device slot and is unique, and has a 5 minute cooldown. Upon consumption, you call in one PvE ship to your aid. The ship lasts until it is destroyed or you leave the current map.
Nebula Mining Facility
A mining facility in the middle of a nebula that is used to mine various gases.
You can get Hydrogen Surplus fuel or similar things here.
Dilithium Mining Facility
A planetary mining facility where you gather dilithium.
You might earn "raw dilithium" crystal consumables that provide a boost of sector space speed.
Transwarp Gate
Owning the transwarp gate allows you to buy a consumable transwarp token with which you can reach it at any time from any location. (Which allows you to get faster into the PvP area if you're doing something else, but you have to defend a PvP objective, or attack one.)
Research & Development Station
A station where you get access to Rank III power trainers for Science skills, and craft special science consoles, deflectors, science kits and personal shields.
Repair Facility
A station where ships can go to repair ship injuries. On the station you can also find a Rank III power trainer for Engineering skills, and craft special engineering consoles, impulse engines, engineering kits, and personal armor
Military Observation Post
A base within an asteroid field. Grants access to Rank III power trainier for Tactical skills, and you can craft special tactical consoles, shield arrays, tactical kits and personal weapons.
Planetary Colony
A large planet with cities and all. Grants you access to new Duty Officers and rare bridge officers.
Large Nebula
A large, expansive nebula that hinders interstellar navigation. Freighters of both factions fly through its thinnest area, but need to drop to sublight at a few spots, increasing the risk of raids.
Features an Open PvP zone where you defend or attack enemy freighters.
Raids focus on conquering enemy freighters (and the defenders try to save them), Conquest is about taking control of various satellites within the nebula that are used to determine the safest path through it.
Faction HQ
The faction HQ provides access to an Emblem Vendor and normal Crafting consoles and maybe even special crafting consoles for unusual weapons.. While you have control of your HQ, you also have access to "generic" mission givers that set PvP and Territory Control related goals, like "conquer grid x-y" or "destroy 20 player ships" or "win 5 Open PvP battles".
If you've lost control, your only mission is to retake your HQ.
The HQ might be associated to a station, but might actually be located on an inhabitated planet, allowing more interesting plantery and urban warfare on the ground.
An interesting idea that came up elsewhere was to also have Diplomacy make an effect on territory control. This would be very "Trek"-like - some battles can be averted with diplomatic efforts, and possibly even systems turn based on diplomatic attempts. Coming up with a good Diplomacy PvP system is its own challenge, of course.
Some are complex, others are easy.
I just wonder when the devs will decide on a few.
Also, such a system would have to overhaul the artificial universe that we currently have, which if iam not mistaken is getting an overhaul.
http://forums.startrekonline.com/showthread.php?t=205596
Darren, you never looked at mine and it fell into the whole thread.
Well over a year later they said they are in discussions on how to implement it.
So, either it is really hard to book a meeting room or
they had other priorities that were more important (like alll that KDF content) or
the didn't have any ideas.
My idea simply used the resources that they already had available. My idea was just something that I had on my mind for a while. I expect the next engineering report to say that they have been in discussions with the designers and have come up with some good ideas.
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