Outpost Walls
Posted: Wed Dec 28, 2005 3:41 am
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?
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?