Now I know this has been brought up before, or at least been talked about in different various stages or concepts. But with the addition of a new 'Faction' and no serious additions to Endgame in sight. I thought maybe it be a good time to bring this back up and maybe revise it to better fit the current gameplay and community.
FLEET INCURSIONSEnemy Contact Color: For the sake of preventing players from unwittingly entering PvP Enemy Contacts. The Enemy Contacts will be
Yellow or
Orange. And before entering Defenders will be notified that the Enemy Contact they are trying to enter is PvP.
Mission Type:PvP/PvE Mix
Number of Participants: Up to 10 on Attacking Team/Atleast 3 to Start.
Mission Contact: Fleet Intelligence Operative located on Earth SpaceDock, Fleet Embassy or Fleet Starbase
Objective Types: Assassination/Extraction/Surgical Strike
Mission Objectives:
Assassinate Enemy High Value Target
Secure and Extract Enemy High Value Target
Assassinate Traitor to Federation/Klingon Empire
Secure and Extract Traitor to Federation/Klingon Empire
Secure and Destroy Enemy Prototype Weapon
Secure and Extract Enemy Prototype Weapon
Secure and Extract Prisoners of War
Secure and Extract Civilian Prisoners
Assault and Destroy Enemy ShipYards
Assault and Destroy Enemy Reserve Fleet
Assault and Destroy Enemy Supply Depot
Mission Summary/Concept: This mission would involve Fleet members of the same Fleet to team up and cross into Enemy held space. The mission parameters would depend heavily on which mission objectives was chosen. And the outcome of said mission would be at the discretion of that team.
Ex. Enemy High Value Target Mission- Federation Fleet would enter Klingon held Space with the objective to locate, secure and extract the Enemy HVT. OR if so wish locate, secure and assassinate the Enemy HVT.
Other missions would have the same types of options with the exception of Assault and Destroy Missions and Extraction Missions involving PoWs and Civilian Prisoners. Your choices would heavily influence the payoff of these missions. And your individual experiences on your way to the objective would have an influence on your choices. The moment your Team 'Warped' into the Enemy held Space. You would be flagged for PvP. And anyone regardless of level and affiliation to a Fleet could challenge you (Players below level 40 would be scaled up to level 40 so they could participate). But for the sake of being fair only an even number of Enemies Defending would be allowed into the Instance with the Attackers (Regardless of Attackers numbers the Defenders would have enough slots in the instance for up to 10). This could happen in Sector Space on your way to the objective, while on location at the objective or leaving the Sector. The only times your Team would be safe is once you Warp back into Neutral/Friendly held space (Eta Eridani Sector Block for Feds and Omega Leonis for Klingons). Warping back across the threshold would automatically unflag you and prevent you from being pursued.
You would not be able to cross this threshold unless you have accepted this mission. And you can not cross the threshold without ATLEAST 3 players on a Team. Its also possible to FAIL these missions, at which time those missions would go on a cooldown for 24 hours. If failed, the mission would be accessible to retry after the cooldown had completed. Once missions are completed they would also go on a cooldown for 24 hours. And would not be accessible unless the other missions available were completed first before attempting this mission again. Preventing Teams from using specific missions to farm items and rewards. Only 2 Fleet Incursion Missions would be accessible/completable a day.
The moment your Team crossed over the threshold and flagged for PvP. You have a chance of being 'detected'. In which an Alert would go out across the Enemy Chatlogs including Zone/Local/Fleet Chatlogs (private player created channels exluded) informing anyone interested that Enemy Players have crossed into their territory. If no Alert is sounded and the Team is spotted and engaged by Enemy Players the moment the Enemy Contact instance is established the Alert would go out across chatlogs. If you go undetected and reach your objective. An Automatic Alert would sound the moment you left the instance and began back towards Friendly held space. The smaller your group the lower the chances of being automatically detected. But the higher risk you take in being overwhelmed. You can only be attacked by the Defending side one time on your way TO the objective. One time during your time AT the objective and one time leaving the objective. Attackers may choose to risk 'securing and escorting' if they feel they have the fire power to do so and return safely to Fed/Klingon held space. If they choose to escort the target back. The gains for accomplishing this task is much greater then the alternative. If Attackers choose to assassinate or destroy a target they will instantly receive a reward upon returning to Friendly space. If they are able to travel back to friendly space without everyone dying at once the reward will be slightly better then if they were to die. In the case of escorting a target back the loss of ALL team members at once (team wipe) will result in a failure. Defenders who successfully prevent the Attackers from accomplishing their mission will receive a reward.
NOTICE: DEFENDERS WILL ONLY BE FLAGGED IF THEY CHOOSE TO ENTER AN INSTANCE. AND ONCE THEY LEAVE THAT INSTANCE WILL NO LONGER BE FLAGGED. Parameters for Failure for Attackers: Attackers may die while being engaged by Defenders individually but if ALL Attackers are killed at the same time (a team wipe) Attackers fail and are instantly warped back to Friendly held space upon respawn. If Attackers can not Destroy, Assassinate, Secure and Escort a target in a pre-set time they fail. If Attackers are killed (team wipe) on their way back during an escort mission they fail.
Parameters for Failure for Defenders: Defenders failure is simple. Each time the Defenders 'intercept' the Attackers they will have a pre-set amount of time to eliminate the Attackers. Attackers MUST all be dead at the same time (team wipe) for Defenders to succeed. Defenders do NOT have to worry about being wiped because the time limit is what they are trying to beat. IF the Attackers are able to destroy the target the Defenders fail. The Defenders will still be able to engage the Attackers after this for further chances of a reward.
Parameters for Success for Attackers: For Attackers to succeed. They must either successfully travel to the objective. Assassinate/Secure/Destroy/Escort the target. In the case of Securing and Escorting, must successfully travel to safety without a wipe. In the case of Assassinating and Destroying, Attackers must successfully kill/destroy the target in the given time limit. When Assassinating/Destroying Attackers may be wiped on the return trip but will not receive as valuable of a reward.
Parameters for Success for Defenders: For Defenders to succeed. They must either successfully wipe the Attackers team travelling to the objective, at the objective, returning from the objective. OR the Defenders must prevent the Attackers from Assassinating/Securing and Escorting/Destroying the target during the time limit.
Comments
Mission Type: PvP/Pve Mix
Number of Participants: 10 players - 20 Players Per Faction
Mission Contact: Fleet Intelligence Operative Located on Earth SpaceDock, Fleet Embassy or Fleet Starbase
Objective Types: Assault/Destroy/Secure and Escort
Mission Objectives:
Assault Enemy Fleet Starbase
Destroy Enemy Fleet Prototype Starships
Destroy Enemy Prototype Weapons
Secure and Escort Prototype Weapons
Secure and Escort Prisoners of War
Mission Summary/Concept:Any Fleet looking to Assault an enemy Fleets Starbase will need the Fleet Admiral to 'Flag' their Fleet so that it can participate. By 'Flagging' the Fleet is able to not only accept these types of missions but subject to be targeted with these missions.
The Attacking Fleet will assault the enemy Fleets Starbase by first defeating its Security Measures. These Security Measures will be an NPC Fleet (And any current Defending Fleet Members). The Attacking Fleet will have to damage the Starbase enough to drop its defensive measures (turrets, shields and phaser/disruptor banks). Once the Starbase is weak enough, the Attacking Fleet can transport onto the Starbase and proceed with their mission objectives. Either fighting through mobs or actual Defending Fleet members. All mission objectives except for the Prototype Starships will require the Attacking Fleet to board the Starbase.
The Attack on the Starbase will trigger an 'Alert' to all Online Fleet members of the Defending Fleet of an attack. The Attacking Fleet will have a time limit to eliminate Security Measures/Prototype Starships and damage the Starbase enough to board. Once onboard the Starbase, another time limit will be given for the mission to be completed. If the Attacking Fleet is 'wiped' by either NPCs or Defending Fleet members. The mission is a failure. The number of Attackers/Defenders will dictate the number of spawning NPC mobs to help defend the Starbase. If the Attackers fail to destroy the Prototype Starships, or Secure and Escort/Destroy the target the mission is a failure.
Once the assault is over. the Starbase will receive aesthetic damage viewed by anyone approaching the Starbase. The damage will not be permanent and will either (depending on what the Devs decide) disappear after a certain amount of time OR a number of projects can be completed by the Defending Fleet to 'repair' the damages.
After the assault, when Fleet members enter their Starbase they will be able to overhear NPCs discussing the attacks and the rumor that Klingon/Federation/Romulan Fleet (X) was behind the attack. The Fleet member can then approach the Officer of the Watch for a full report on the attack. In which the Officer of the Watch will identify and confirm the actual Fleet responsible for the attack.
Fleets participating in this will receive Fleet Marks/Credits and Dilithium for either successfully Attacking or Defending an enemy Starbase. Fleets 'Flagging' themselves will not have the option to 'Unflag' themselves for at least 2 weeks.