Outpost Walls

Come in, pull up a chair, let's discuss all things Ryzom-related.
Post Reply
User avatar
yahangir
Posts: 15
Joined: Mon Nov 14, 2005 4:55 pm

Outpost Walls

Post by yahangir »

Outpost Walls


This is supposed to be a suggestion but due to it's length I have turned it into a post. The description is an adaptation of a system used in a succesful Neverwinter Nights server.


Purpose:

- Adding increased tactical elements to pvp in combination with Outposts.
- Allowing distinctly different feel to pvp from attackers and defenders point of view.
- Simple implementation for developers based almost solely on scripts.
- Increased involvement of crafters.


Description:

-Walls incapsulate the entire outpost and shuts it off from all players and npcs.
-Walls can be manned by players through slopes or stairs connecting to the interior of the outpost.
-Walls can not be targetted.
-Walls can not be attacked.
-Walls have severals gates built in through which defenders can move even when closed with exception to the duration of the scheduled attack. (at least two gates)
-Gates have a certain amount of hitpoints and are considered npcs in the matter of chance to hit and amount of damage applied. (this level is dependent on the location of the outpost)
-Gates can be targetted.
-Gates can be attacked.
-Gates can be opened by use of a lever tied to a specific gate. Once the opening or closing of the gate has been set in motion, it can not be switched again untill the gate is either fully open or fully closed.


Gameplay:

To explain the gameplay I have split the different elements up into defenders and attackers. These two systems tie in with eachother and happen simultaneously during an outpost attack and defense stage. Since the description for these two stages are the same I will only describe it once.


Defenders:

-Before the scheduled attack the defenders will gather within the walls of the outpost. They can walk through the closed gates during this time.
-After the scheduled attack has started, defenders can not enter through the gates unless they are opened or destroyed. (exposing the outpost to attackers).
-Players that man the walls can use ranged attacks on encroaching attackers with slightly increased range. (ex.+10% range)
-Players that man the walls can not be hit by melee weapons as long as the opponent isn't on the wall herself.
-Players that man the walls have less chance to be hit by ranged attacks when this attack is coming from the exterior of the outpost. (outside the walls; ex. -20% chance to be hit)
-Players that man the walls have more chance to be hit by ranged attacks when this attack is coming from the interior of the outpost. (inside the walls; ex. +20% chance to be hit)
-Crafters can repair damaged gates during the scheduled pvp event from within the walls as well as from outside (exposed to attacks).
-Multiple Crafters can repair a single gate.
-The amount of repaired damage per second (DPI) is dependent upon the level of the crafter in her highest crafting skill.
-Repairing gates can be done as long as the crafter has the necessary resources within her inventory.


Attackers:
-Attackers can not walk through the closed gates (like the defenders can) during the time before the scheduled event takes place.
-Gates can be attacked during the scheduled attack by use of melee weapons and/or ranged attacks.
-Multiple attackers can apply damage to a single gate. They can also choose to spread manpower over different gates or launch a surprise attack upon another gate.
-When the attackers have reduced the gate's hitpoints to 1/4th of it's total amount, it will open up automatically and can't be closed for a set amount of time. This time is prolonged as long as the gate has not been repaired to more hitpoints then 1/4th of the total.
-After the gate has been opened it remains possible to attack it and reduce the hitpoints to zero at which point the gate can not be repaired anymore. (untill the next scheduled pvp event)

Any suggestions or questions?
Mermydae,
Healer.
User avatar
jarko
Posts: 293
Joined: Fri Jan 07, 2005 5:34 pm

Re: Outpost Walls

Post by jarko »

this is a very nice suggestion but not for ryzom i think...still would be very fun
Nookie
Kami kami kamilion!//Elder of Atys
User avatar
acridiel
Posts: 6318
Joined: Mon Oct 04, 2004 3:18 pm

Re: Outpost Walls

Post by acridiel »

Why not for Ryzom?

Wooden Walls would be a pretty cool Idea on an Outpost.
Fortivikations would surely ad a e bit more exitement to OP Battle, then just Hack&Slay ;)

Acridiel
Take a look at the collected Works of Ryzom Players all over the World!
At"Ryzom Movies"!![highlight]
238[/highlight] Videos, [highlight]181[/highlight] Fan-Artworks and [highlight] 3 [/highlight] original Songs are up allready.
[highlight]SoR Score Musics including Trailers!![/highlight]
Ryzom:
We dare to be different! Do you dare to adapt?

Ryzom on Vimeo-Videos!/Ryzom Ning-Network/Die Lore auf Deutsch!
Bardentreffen / Atys Kundschafter
g00st
Posts: 217
Joined: Sun Dec 12, 2004 4:18 pm

Re: Outpost Walls

Post by g00st »

only problem is we can zapp throu cliffs and stuff so the ryzom engine probably couldnt handle walls to block homins off. (apart from all the exploit stuff it might cause)

it would be nice to see aen and that handled like this. fight your way throu to the main event rather than the some what cowardly ouh lets drag her away.....(still find it rediculous that the guards pop out of thin air)

would be great to see player built additions to OP's but alas its never going to happen (like SWG settlements).....


but maybe i've got it all wrong....


-Ghuissinator----Superhero :P
User avatar
sunew
Posts: 55
Joined: Tue Dec 21, 2004 10:13 am

Re: Outpost Walls

Post by sunew »

a few suggestions

1 Outposts should have their own stores of mats for repairing

2 During attacks, defenders shouldn't be able to tp unless they get out of the outpost and the pvp zone, because they're under siege

3 Prizes for the winning side from the losing side:
-these can just be options that the attackers/defenders can toggle on/off for each event
- Npc fighters for either side don't get prizes

*If the attackers win:

-they get 10% of defender's dappers (from def guild hall) put into their guild hall

-If the outpost has stores of weapons and armour, each attacker that did damage/healed gets one item. If mats, then up to 100 of one kind of mat
-the order that attackers get to loot, is the person who did the most damage or healed the most, determined by number of points
-if next player doesn't loot within 2min of previous looter, they lose their turn too. A message must be given to the next in line so they know when it's their turn.

*If Defenders win:

-they get 10% of dappers from attackers guild hall put into their guild hall

-

*points (points count only in the battle/event they were earned in)

A) Heal 1 health =1 point, heal 2 of stam/sap = 1 point.

1) points are given for actual health/stam/sap recovered. Example, if you heal someone with 1100/1200 hp you get 100 points even if you can heal for 1200 health.

B) Damage melee 1 damage = 1 point, elemental 2 damage = 1 point because casters do so much more damage

1) Points are given for actual health taken away. Example, if you hit someone with 50hp for 500 damage, you get 50 points if melee, if elemental 25 points

4 gate doors can be stopped from opening/closing completely if lever is hit again.
-levers can be targeted and attacked, but not destroyed. If the lever is hit, the door opens/closes. Levers have 2-5% chance of being hit from outside, 70% from inside walls.

5 optional secret passage ways in/out of outposts for escaping defenders or reenforcements
-passage ways must exit into pvp zone and exit must be at least 25 meters from edge of pvp zone
-either side can use passage ways so camaflage will be needed
-if passage way is a tunnel, a lever that causes cave-ins can be made before event.
-if a player for either side is hit by cave-in, their side has at least 20 min(might need to take time limit off though) to dig them out using a pick.
-if rocks block a walkable path to a player, they must be broken in order to get to the player. The higher q a harvester can dig, the more damage they can do to a rock. Example, someone who has a q 150 stanza either harmful or gentle can do 150 damage to the rock. Larger rocks have more hp. See below for an example of walkable path.

if you harmful there is bar like the kami talorance that goes down. when it reaches zero another cave-in will happen. digging on both sides will lower the bar.

-rocks that fall on a player, take damage relative to the size of the rock. If player has health left, then they can get the rocks off of them. Example, if 3 rocks hit you, then you can use a melee attack on it to move it. In this case, two small rocks hit you and one large rock. If your strength is 150, you can move the small rocks(q100) but not the large one(q200), so you would be stuck until someone came.

if the person that came had a strength of 50, then the two of you could move a rock of q 200. If a third came with a strength of 60, then the three of you could move a rock of q260.
-the three of you must be attacking the same rock, at the same time to move it

if you had a strength of 250, then you could move all of the rocks that fell on you. You would still have to break any rocks between you and the exit

if the rocks on a player can't be moved off a player it can be broken by another player. A player with a rock on them can't break any rocks on them or on others. they can only move the rocks on them. Moving rocks is faster than breaking them. Only rocks only a player can be moved all other must be broken.

-if the player has no hp left, they must be rezed to be saved from a cave-in.
-if the player has rocks on them, the rocks must be moved before the player can be rezed
-a player with no hp, can't help move the rocks on anyone

rock sizes:
pebble q 0-50
small rock q 51-100
med rock q 101-150
large rock q 151-200
boulder q 201-250

if a player can harvest q 100, then they can break a boulder(q250) down to a med rock(q150), then to a pebble(q50)
the display for a player breaking a rock is the same for a harvester. When you reach your max q your action is done and the rock is either broken or made into a smaller rock

: (A) attacker (D) defender x rock : ex. of walkable path is the defender in the center has a path out while the attacker is surrounded by rocks and can't get out
-------------------------------\
(A) XXXXXX XXX (D)
XXX(A)XX (D) XXX
------------------------------/

ok maybe I shouldn't have said a FEW suggestions, but this should add some "intresting" content
Last edited by sunew on Thu Dec 29, 2005 5:17 am, edited 1 time in total.
Sunew of the Trykers, Master of Attacting aggro ; )
one year old as of Nov. 15, and have yet to reach any cap
oh well exploring is more fun

Trykers are not short! All the other races are freakishly tall.
iwojimmy
Posts: 967
Joined: Sat Oct 16, 2004 10:00 am

Re: Outpost Walls

Post by iwojimmy »

All those scoring calculations would require Ryzom to recognise and reward healing outside of team, and damage done when another team gets the kill.
If it can be done at all, PLEASE PLEASE implement it in the main game world as well
:D
petej
Posts: 655
Joined: Tue Sep 21, 2004 1:48 pm

Re: Outpost Walls

Post by petej »

iwojimmy wrote:All those scoring calculations would require Ryzom to recognise and reward healing outside of team, and damage done when another team gets the kill.
If it can be done at all, PLEASE PLEASE implement it in the main game world as well
:D

They took that out for a reason -ppl of too low a lvl gaining exp , it also causes probs with ppl poaching exp and what happens to healing out of team so high lvls can still gain exp at a good rate or when a maxed out healer assists in lvling a group of his friends/guildies ?

I used to enjoy the mass scrums with everyone gaining exp related to what they contributed but I believe the system now in place is better in most situations ,not for Invasions or other event type mass conflicts -maybe including Outposts now ? , but maybe those shouldnt award exp anyway
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
"There are no OMG's of mass destruction"
User avatar
brithlem
Posts: 274
Joined: Tue Oct 05, 2004 5:37 pm

Re: Outpost Walls

Post by brithlem »

As of yet nobody has been able to actually take over an outpost defended by Homins... not even a measly Q50 outpost in Zorai lands by one of the stronger fighting Guilds on server... this leads me to believe the last thing we need is additional defense making outposts ever more difficult to attack... this independent of how interesting and cool the suggestion may be. If you need the entire shard to turn on an outpost holder to remove them from their land... which may well be the numbers necessary... beefing up defense is not the best course of action in my opinion.

Defensively,
Brithlem
Infinity: "You go, we go!"
Be well Atys... you will always be in our hearts and minds
Post Reply

Return to “General”