Results 1 to 5 of 5

Thread: Regarding 2Ho and MMD, our supposed "WAR" zones.

  1. #1

    Regarding 2Ho and MMD, our supposed "WAR" zones.

    Something I've noticed since my return a month ago. Ever since
    NW was released, PvP in those two areas, which were once
    booming conflict zones, had grinded to a halt in activity. Period.

    Which makes sense, we have towers to defend, right? Wrong.
    Unless you're in the small bracket of very successful high level
    clans, you're stuck defending low level territory with a twink. The
    reason our previously active areas have become barren is simply
    because 1)There is no reason to PvP in those areas anymore,
    since they yield no bonuses, and 2) There isn't enough high lv
    territory to go around, but an OVER abundant amount of lower
    ones. With that said, I have a few propositions for you, FC. Listen:

    ****
    First of all..

    Give us a reason to PvP in non-clan/guild controlled areas. A side
    bonus to who controls the base. Be it Omni's 2Ho, Neutrals MMD,
    and hopefully the Clan's own in Tir County or Mort. Done as such:

    Each outpost will be "enforced" by varying amounts of troops.
    MMD maybe 12-15, 2Ho 20, and the Clans maybe a good 15-20.
    The mobs will vary from levels 100-250, giving a good range of
    levels that can participate. Now this is the fun part. When a mob
    of a certain side, we'll say an Omni NPC in 2Ho, is defeated an
    equivalent level mob is spawned of the invading party's side.

    So, let's say a team of clanners goes into 2Ho and takes out a
    good 3 Omni LT's along the perimeter. Those OT's die and clanner
    NPC's spawn immediately in their place. As soon as they spot an
    opposing NPC, it's KoS. So, while you may not have hundreds of
    clanners doing this, if you have an action plan, a strategy, you
    can take the base by employing your own side's NPC's. Okay, so
    after all NPC's of a certain side is defeated, and the base has
    been occupied by the invading side's successfully for 15 minutes,
    the outpost goes 100% for 5 minutes only, allowing NPC's the
    opportunity to adequately regen, and for a general all-side
    broadcast to be sent to everyone, informing them of the changes.

    5 minutes later, the land becomes 25%, again. A Political zone.

    As a reward for occupying the territory and capturing it, the side
    that won the territory will then receive a decent bonus to
    important stats, vital for NW. *Tradeskill and monetary ones.*
    (Except for comp lit.) Anything needed for towers crafting and
    construction, truly giving the side a benefit that has a lasting
    impression on one's war effort. Perhaps an additional 5-10%
    credit bonus off of mobs, and a good 10% dicount to save at
    reclaims. (Being that land = notum, money is a logical choice.)

    That's it. Funcom, if you want to commit to territory control, and
    give us the feeling of importance, this is it. What better way to
    feel like we are interacting, than see our side's NPC's occupying
    the opposition's land. (Just remember to add a few places for non
    political PvP.) This is one of many ideas I've had, and I'll add more.

    ****
    Second issue: Towers.

    It is my firm belief that if a land is held for a certain amount of
    time at a certain level, then it should grow with them. For every
    period /played, the control tower should increase in a certain QL,
    as well as an equivalent number of level on the allowed PvP range.

    (This QL movement can only happen during 100% gas suppression.)

    As people defend land, they also grow in levels. I hate the fact
    that I feel alienated, unable to help defend my land, which
    refuses to evolve, because I am higher in level. With this idea in
    place, land will grow in QL with guilds, allowing advancement in
    technology as a bonus for defnding a certain area for a set period
    of time. This also balances the game in terms of low level guilds
    holding a land area with little effort, and unnecessarily obtaining
    a "plot of land" without resistence, taking away any important
    PvP grounds for those who have spent time leveling and upping
    tradeskills to actually mount a war effort... The real action is
    definitely in the 100+ arena, where a majority of mass battles
    take place. But there is a balance issue here, in itself, I'll admit:

    First of all, eventually, everything will be lv250 at this rate. So, as
    a reaction to this, upon a side change, the land is then reverted
    to it's lowest setting of Lv10. As time goes on, the ratio of played
    time and increase of QL will steadily slow down, but escalate at
    lower levels fast enough to get clans on their feet in adequate time.

    Something like this:

    QL10-30 increases in 5 QL increments. Time per increase? 1 Day.

    (Played days from point of last increase.)

    QL30-70 increases in 10 QL increments. Time: 1.5 days played.

    QL70-115 increases in 15 QL increments. Time: 2.5 days played.

    QL115-145 Increases in 20 QL increments. Time 3.5 days played.

    QL145-195 Increases in 25 QL increments. Time 4.5 days played.

    QL195-225. Single Increase. Time: 5.5 days played.

    QL225-250 Single Increase. Time: 7 days played.

    Many uber guilds won't like this, but FC WILL. It will take time and
    effort (And most likely tweaking, maybe not 46 hours played to
    advance as proposed, but enough to make it a task.) to advance
    from Q10 to Q250. Nothing handed to you - EVERYTHING earned.

    I'd like an offical response from someone with FC, and naturally
    my peers, letting me know what they think of these ideas set forth.

  2. #2
    Too long a read? Terrible ideas? Hmmm... o.O;

    ::Shrug::

  3. #3
    I like the fist idea, the second is good in theory, but not easy to implement I think


    Anyway's Cudo's for thinking at least

    P.S. the neutral base would need way more guards for it not to be an easy target
    Aazamon General of the Nanomage Liberation Front

    28973 The first Homo Nano is born in an Omni-Tek laboratory. The inclusion of trace notum into the DNA sequencing of Nano foetuses means that this breed is able to live only on Rubi-Ka.

    Until all are free!

    We are recruiting

    The Nanomage Liberation Front

  4. #4
    Both ideas are excellent!
    "It was almost as incredible as if you had fired a fifteen-inch shell at a piece of tissue paper and it came back and hit you."

    - Ernest Rutherford

  5. #5
    Aazamon, you're right about the second part. Not only would it
    be a bit sudden, it'd change the way things are unfairly. Some
    would complain that the initial settlers that aquired higher lv land
    would have an unfair advantage to those starting at lower ones.

    If only the game started out with this implemented.

    And, agreed, on the neutral part. But neutral outposts are so
    much smaller, I think just making their mobs a bit tougher (from
    having to tough it, naturally!) is better than adding more mobs on
    screen, and causing even more crowd control issues. Who knows.

    BTW, thanks Opturian. =)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •