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2012-06-13, 04:36 PM | [Ignore Me] #1 | ||
First Lieutenant
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Greetings PSU Community!
A couple days ago, we had a great conversation going on Twitter regarding Outfit Rivalry. A lot of great ideas came out of it, and Matt Higby was jotting them down, but I feel like we can expand on the subject even further. Outfit Rivalry is a way for outfits to declare sworn enemies and arch-rivals, and have it mean something within the context of gameplay aside from selectively targeting those rivals. There are a few different elements to it, which I think we can explore and expand upon. Rivalry Formation, Number of Rivalries, Objectives, Effects on Gameplay, and Rewards are different subjects that we can look at and explore. Below are questions for each of the different elements of Outfit Rivalry, along with some possible solutions. Please reply with more solutions, discussions about current solutions, any any other questions that should be asked. A) Rivalry Formation - How does the rivalry Begin? - Outfits select other outfits and "Declare War" on them, either indefinitely or for a specified period of time. - Outfits that constantly battle each other build up "rivalry" points. When an outfit is over 100 or 250 or 1000 Rivalry Points with another outfit, they may be chosen as a rival. - Outfits are automatically assigned a rival based on the amount of combat and interaction they have with another outfit, or based on outfit size and activity. - Outfits declare that they are "accepting new rivals" and will be matched against another outfit that is also declared as accepting new rivals. - Individual members within an outfit put in bids towards rivalry with another outfit. The outfit with the most bids against it is the rival. - Triumvirate Rivalry - One outfit from all 3 empires fight each other for a sustained hour or longer, and are declared rivals for the next 24 hours. If at least 4 hours of rival combat go on during that day, it extends to a week. If 20 hours of rival combat occur during that week, it gets extended to a month. If 100 hours of rival combat are engaged during that month, they become permanent rivalries. B) Number of rivalries - How many is too many? - Limit rivalries based on Outfit Level (if applicable), allowing an equal amount of rivalries from both factions. - Limit rivalries based on Outfit Certifications (if applicable) so getting the bonus of more rivalries comes after cert points have been spent on allowing rivalries. - Limit rivalries based on Outfit longevity. After1 month, they may have 1 rivalry per faction. After 3 months, this opens up to 2. After 6 months, they get 3 rivalries per faction. After a year, 4. Every 6 months opens up another spot on the list for rivalries. - Limit rivalries based on in-game interaction. This could be similar to the Triumvirate Rivalry listed above, and happens automatically when outfits clash for a long time. - Limit rivalries based on voting. Outfits may or may not have a limit, just that they need a majority vote from the members. - No limit - have as many rivalries as you want, but it provides no bonuses and is purely a system for bragging rights. C) Rivalry Objectives - We have rivals, and now what? - Track and defeat the rival outfit at every opportunity. - When the rival outfit has a mission, disrupt it, foil it however you can. - Contest a heated area, or even a mostly-cold area, where rivals are battling. - Specifically try to break down the opposing faction by crippling the efforts of the rival outfit. - Outperform rivals on the battlefield, show them up in battle and on the leaderboards - Defend your faction's gains by repelling the enemy outfit, and focus on driving the enemy out of owned hexes. - Take over bases being held by rivals. D) Effects on Gameplay - How does the rivalry support combat? - Spotting priority - rivals will have a higher spotting priority than other soldiers, making their nametags the most apparent and pulling them to the front where there is overlapping. - Rival action indicators - When a rival outfit is on the move, working on holding a specific base, etc, and friendlies detect it, a blip appears on the minimap to indicate rival presence. - Cross-rival missions - When missions are assigned or generated, both sides of a rivalry are notified. Outfit A is set to take Tower X, and Outfit B goes to defend Tower X. Of rivalries are 3-way, Outfit C will get a mission to "Disrupt Outfits A and B at Tower X" - Nametag indicators - Nametags will glow specially, have an outline around them, display the rival outfit's logo (or a generic "Rival Outfit" logo), or some other way to indicate rivals over regular enemies. - Respawn Options - Spawn Near Rival Activity could be added. This would allow combatants to respawn by pod-dropping right into the action, or respawning at a nearby friendly-owned facility. Rivalry Rewards - What are the benefits? - Rival Kill Bonus - Defeating rivals, and / or destroying their vehicles, gets a slight bonus to experience or resources accumulated. - Overcome / Disrupt Rival Activity - Being able to drive an outfit out of a hex or a hot battle area, or taking over a facility they hold, will give extra bonuses. As well, being entrenched in an area and resisting a rival's attempts to take over the area will give extra bonuses. - Complete Rivalry Mission - Upon completing a Rivalry mission that was assigned or generated, winning participants get an additional bonus. - Taunt-On-Camera - If you complete a successful taunt within the Kill Cam viewing radius of a fallen rival, it gives one "Style" point. After 100, 250, and 1000 of these, a special beret is granted to the player. - Rivalry Store - Rivalry activity produces Rival Points. Those could be used for various things that the outfit may otherwise be able to purchase with SC or Auraxium, or give access to exclusive items that cannot be bought with SC or Auraxium. These could be special camo items, custom logo placement settings, or Rivalry-specific items (rivalry experience boosters?) Please reply with additional questions, options, comments, concerns, feedback, etc. I'm looking forward to what we explore and come up with regarding Outfit Rivalries! *Note - this would have gone in the ideas section, but after the twitter / live stream discussion about rivalries, it seems like it is reasonable to expect that Outfit Rivalries won't be an "if" but instead a "when" for PS2
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2012-06-13, 04:47 PM | [Ignore Me] #5 | ||
First Sergeant
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Despite mirror's relentless negativity, I like it.
I'm not convinced the rewards would be enough to make one participate though. More than likely it would be all done for one particular piece of camo or something and the rest would be out the window. Why not actually rank and track outfits by rivalries contested and won? It would bring some of the outfit vs outfit competition we want into the game just to track who has the most wins, and make other outfits seek out successful ones for fame. |
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2012-06-13, 04:51 PM | [Ignore Me] #7 | ||
First Sergeant
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It just seems like a completely pointless idea and would not even be worth a coders time implementing this system.
My outfit has had a lot of rival outfits over the years and we didnt need a system to manage how hated or how well our rivalry was going. Both sets of players knew exactly what was going on and they wanted to 1up the other group/set/outfit as much as possible. |
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2012-06-13, 04:52 PM | [Ignore Me] #8 | ||
I'm not quite sure how I feel about this.
Doesn't this system invite the opportunity of griefing? It's an extra factor that you have to be aware of and what about casual outfits? /Yoda Meditate on this I must. Very interesting idea and topic, I'm looking forward to reading the various replies.
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All your base are belong to us... eventually. |
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2012-06-13, 04:54 PM | [Ignore Me] #9 | |||
Sergeant Major
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Post count + join date + community contributions = I am the original Synapse and demand to have my REAL avatar name back... K? =P |
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2012-06-13, 04:55 PM | [Ignore Me] #10 | |||
First Lieutenant
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I also think that this system could be used for the exact opposite if it gave rewards, i.e. 2 outfits each other rivals just to get the xp-bonus. |
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2012-06-13, 04:56 PM | [Ignore Me] #11 | ||
First Lieutenant
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While I enjoy the idea of clan hates/rivals toward each other, I don't want it to get much as outfits sacrificing their support to the empire/mission to attack their rival outfit at a middle-of-fing-no-where base. As long as it doesn't compromise the general game flow but can add instead, I'm all for it.
In this scenario of how it could work, a base is taken with the majority or good chunk of players that belong to Outfit A. Outfit B on a different faction and within the local area are alerted that Outfit A took the base. Outfit B remembers that Outfit A is consistent in beating the tar out of them. Naturally anytime Outfit A appears as victor of an objective Outfit B gets PO'd and redoubles the effort. Onto showing who did what, when caping a base say 3 Outfits are in participation. Outfit 1, 2, and 3 respectively. In the total force of 100 players taking the base, 60 players belong to Outfit 1, 30 players belong to Outfit 2, and 10 players belong to Outfit 3. All will recieve recognition of of taking the base. And based of each Outfits achievments they will be recognised and perhaps awarded appropietly. Perhaps the large Outfit 1 did the majority of the kills while Outfit 3 being the smallest where the ones who took all the capture points. Outfit 1 and 3 will receive the most recognition while Outfit 2 does not. Normally Outfit 2 would receive more since they have more players thus a greater chance of helping the take over but Outfit 3 was more skilled and did the objectives. Now all 3 are recognized for helping the base take over, enemies factions can see with a quick mouseover on the base on their main map, can see the 3 logos and names of the participating outfits that took the base. The more bases have your logo and name for take over, the more bragging rights you have. This is a rough sketch of how I imagine for this to work. |
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2012-06-13, 04:57 PM | [Ignore Me] #12 | ||
Private
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It sounds like Outfit Wars with outfits facing off against each other.
Personally I'd say no; Outfits will develop reputations and 'rivalries' naturally due to their play styles and tendancies, to antagonise that by rewarding people may lead to the rivalries becoming more... unhealthy! Gameplay wise, the outfits that will come up against each other will do so naturally - for example if one outfit attacks a base behind the lines, invariebly a similar outfit will respond, if the gameplay is based around Outfit X fighting outfit Y for rewards and different gameplay styles you are depriving members of both outfits from enjoying the full game, and at the end of the day if you want to fight 10 vs 10 in a base, why not play a team death match on another game? - Badly worded I guess, but that's my thoughts |
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2012-06-13, 04:58 PM | [Ignore Me] #13 | |||
Private
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Synapse was my character's name on a mud in the mid-nineties (I was a psionicist). So you both need to give me my name back, thanks. |
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