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True "War Zones" ... Open to All

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The following thoughts come out of being part of a fleet where our players scattered among different ranks can NOT do anything together as well as being among those who like to go hunting for things other than Borg in Borg Hunt.

Cryptic ... suggestion ... How hard would it be to set up new "war zones" that are just that ... war zones?

Players from both factions (and all ranks) can drop in at their leisure ... whether as individuals or as fleets and simply fight it out and battles that are ongoing and never ending.
  • Have it so it can handle LARGE numbers of players on the map at one time ... accommedating multiple fleets like organized fleet actions allow.
  • Have it open to both factions with no NPC units fighting.
  • Give places on the map to hide like you have in the salvage PvP map, old stations, asteroid fields (maybe thick enough that large ships get slowed down and smaller ships have the advantage) ... planets to duck behind ... ship yards ... etc.
  • Have it unending so it ebbs and flows and a player knows they can always go there to get into the action.

What it allows for is ...
  • Fleets can have their players from all ranks participate and work together. ... BETTER than the organized fleet actions already in game as these are unscripted against the other faction players.
  • Chance for higher ranks to mentor lower ranks.
  • Different elements on the map can give advantage to some of the smaller ships. Can you imagine trying to hunt birds-of-prey in asteroid fields or other such or nebulas where larger ships are slowed down and slower to move ... suddenly smaller ships get the advantage.
  • Existing maps can be retooled for use to create these warzones (especially in the beginning) as you don't have to make NPC ships, etc. or storylines. We jump in and get to it.
  • It SUPPORTS the fleets!
  • Individuals jumping in without fleets can easily merge with other players and team up as well.

Basically, you get into it by going to that sector of space and dropping in as you would any other fleet action and warzone.

You could even have some set up for "house" battles and Federation "wargames." ... these would be free for alls where anything goes and anyone becomes a target.

If you did the above ideas... I believe you would find players would LOVE them as they hit a lot of the things I've heard people complaining about.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Another possibility to help the fleets are Fleet PvP Warzones where the fleets can create them and challenge / invite other fleets to participate.

    I mean ... Larger than player vs. player as we are talking created fleet actions using existing larger maps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I think alot of people would really love to see an open Space zone PVP and or ground zone PVP. Like a fleet action thats always open. Just a free for all with no waits. With a few spacestations here and there that players could take and keep if they wanted to with ground forces. Or just fly around attacking the others factions ships. I would like to see a few of those zones.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I think if you did put a zone like this in. You would have to put a NPC guard around the spawn where players came in so the other faction couldn't just camp the spawn point.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Englebert wrote:
    I think if you did put a zone like this in. You would have to put a NPC guard around the spawn where players came in so the other faction couldn't just camp the spawn point.

    Hmmm .... Interesting point ....

    What if .... and just speaking ideas coming in ...

    Create a command starbase / or larger installations somewhere on the map that has a nice assortment of weapons to protect it and those within its sphere.

    Each of these can be spawn points for their factions and when it is taken / destroyed by the enemy ... It respawns in another location on the map after a number of minutes reset.

    Note ... It should be HARD HARD HARD HARD to take down a starbase.

    If you want to beef it up ... Add a couple NPC ships to patrol the area around the starbase but limited to a certain patrol range so it never leaves the station.

    or ... after a countdown timer ... defenses reset and relief patrol ships warp in to resume defense of the perimeter ... sort of like the flagship hovering over the spawn point in Deep Space Encounters.

    If the spawn point is lost for one side or the other, a random spawn point until the reset of the bases.

    I also suggest creation of installations and resource locations that change hands on the map depending on who holds the location at any given time.

    That would be a good place to start ... then down the road ... who knows as imagine the following ...

    An enemy attacks your command station and gets within transporter range ... They can beam aboard the starbase and try to make their way to a point inside where they can initial a destruct sequence or destroy the starbase itself with defenders able to likewise beam aboard to defend it.

    I am picturing something like Starbase 24 fleet action here only you don't want all you defenders to beam aboard the station or there will be no one to keep the enemy from beaming in reinforcements.

    Just more ideas.

    But as I was getting at ... It could start with a more basic map and be expanded on and developed further as STO grows and develops.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    moonseye wrote: »
    Hmmm .... Interesting point ....

    What if .... and just speaking ideas coming in ...

    Create a command starbase / or larger installations somewhere on the map that has a nice assortment of weapons to protect it and those within its sphere.

    Each of these can be spawn points for their factions and when it is taken / destroyed by the enemy ... It respawns in another location on the map after a number of minutes reset.

    Note ... It should be HARD HARD HARD HARD to take down a starbase.

    If you want to beef it up ... Add a couple NPC ships to patrol the area around the starbase but limited to a certain patrol range so it never leaves the station.

    or ... after a countdown timer ... defenses reset and relief patrol ships warp in to resume defense of the perimeter ... sort of like the flagship hovering over the spawn point in Deep Space Encounters.

    If the spawn point is lost for one side or the other, a random spawn point until the reset of the bases.

    I also suggest creation of installations and resource locations that change hands on the map depending on who holds the location at any given time.

    That would be a good place to start ... then down the road ... who knows as imagine the following ...

    An enemy attacks your command station and gets within transporter range ... They can beam aboard the starbase and try to make their way to a point inside where they can initial a destruct sequence or destroy the starbase itself with defenders able to likewise beam aboard to defend it.

    I am picturing something like Starbase 24 fleet action here only you don't want all you defenders to beam aboard the station or there will be no one to keep the enemy from beaming in reinforcements.

    Just more ideas.

    But as I was getting at ... It could start with a more basic map and be expanded on and developed further as STO grows and develops.

    have you any idea how much work would go into creating something like that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Kevscar wrote: »
    have you any idea how much work would go into creating something like that.

    A man can dream. :)

    However ... It doesn't HAVE to be all that. :D

    For a basic War Zone ... Likely not as much work as you might think (or so I'm thinking) ... Especially if you keep it simple in the beginning.

    The basic needs ... a map .... Several exist that are larger maps that could be used for a template as look at some of the one sided fleet actions.

    The technology is also there ... Look at the beam in points for the Salvage and Hold space PvPs.

    They have stations with defensive turrets around them ... just put up a slightly larger base model and more defensive turrets.

    To make the spawn point more challenging (and keep enemy from always nailing you), simply widen the spawn zone so that you can spawn anywhere within a sphere surrounding your sides command starbase.

    That way the enemy would have to completely surround the base on multiple vectors to nail you every time you or any other ship spawns yet you are still at a central rally point.

    If they can't do a sphere for a spawn point ... just set up random points at different spots around and within the starbase's sphere.

    Also ... base doesn't have to be destroyed and reset ... just have "self-replicating" defensive turrets that are on a timer of sorts.

    After a certain amount of time ... those destroyed reset so it would be a timed thing.

    Points to capture and hold .... Look again at the Salvage and Hold PvP map. ... Could they not use the same basic technology .... widen the circle / zone a bit for each and add more to it.

    Example ... drydocks would be a more in line with a small shipyard ... mining would be in an asteroid field ... and on and one ... smaller space stations (like the destroyed on from that same PvP map) to be fought over as well.

    My guess is fleets and players will have more fun trying to hold those locations.

    So basically ... larger map as they have elsewhere in the game ... up the limit of number of players in each instance ... and no real score other the experience points gained for kills, etc.

    If you want more ... allow the person to get the same badges gained in PvP encounters for participating for so many minutes.

    If you want a score system ... base it on that global defense timer to where at the end of the count ... Players are awarded a set level of badges for if their faction holds more of the map or not during the end of that session.

    Overall .. the map remains open ended just like a Deep Space Encounter but is instead a larger PvP instance.

    It doesn't have to be all that complicated and pulls from technology, maps and models already being used in the game. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    To me I think a free for all PVP zone would be a quick fix for content. People are constantly complaining about mini game queues. I am not a game devolopers or a programer and I really don't know what this would take. It's the same principle as a fleet action. Well, I only have 30 minutes to play. Instead of sitting in a queue. You jump into the free zone and play till your queue is ready. For those who want to PVP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Yes I would like an open-pvp area for massive fleet engagements, as well as a true wildspace/deepspace area for the lone pvp'er.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    To coin a phrase... make it so!

    I've been requesting this since closed beta days. A space equivalent of the open warzones that were originally in Dark Age of Camelot would be perfect.

    Give each faction a specific area of the warzone for entry, with NPC "guards" over the entry area that are amped enough to prevent camping. Scatter the war zone with planets, asteroids, etc to provide cover and rendezvous points, add in a handful of space stations that can only be taken through combined efforts of several ships working together, provide bonuses or rewards for taking a majority of stations and holding them for a period.

    Let as many people in as want to come in. Don't try to "balance" the combat, just let it ebb and flow naturally.

    A few wandering NPC ships wouldn't be a bad deal either, particularly some high level mobs that are tough to take out -- there's nothing like trying to take down a tough mob and at the same time fight off other players.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    A few wandering NPC ships wouldn't be a bad deal either, particularly some high level mobs that are tough to take out -- there's nothing like trying to take down a tough mob and at the same time fight off other players.

    Make that a large undine fleet so it,s a PVPVE map
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Kevscar wrote: »
    Make that a large undine fleet so it,s a PVPVE map

    That would be more interesting in this type of game. Have PvE objectives for control of the zone. Once you control a larger portion of the zone. There is a server wide faction bonus for the side that contols the most sites. Then players could come and go to try to change the control of the zone through PvP and raids from PvE mobs. If the PvE mobs control the most, there would be no bonus for either faction.

    The obvious problem is the zone that Cryptic would have to create. Don't know if it would be possible to have hundreds of players in the same instance let alone thousands. It would have to be a single instance if it is tied to the whole server. Otherwise, it would have to be an instance bonus only.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I fully support this and would like to see it become a feature +1.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Kevscar wrote: »
    Make that a large undine fleet so it,s a PVPVE map

    Interesting ideas of adding in PvE content to a PvP field as discussed ... it would have to be bigger and better than what "Borg Hunt" is however.

    Also what I would recommend .... Begin with a standard PvP style warzone as originally discussed as it would be easier to implement.

    Then use that as the framework to build the second idea.
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