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Captain
Join Date: Jun 2012
Posts: 1,241
Devs,


The game needs a PvP where players not only can face each other but also one where there are visible paths to, and, rewards from, victory.

The game can do this. Right now. The map locations, the ships...everything is already in the game. The dots simply have not been connected.


How to introduce PvP:

It is very simple in concept. Another, now defunct MMO called Dark Age of Camelot had its PvP system revolve around a very large area that opposing factions could enter.

In this area, there were 'control' points the players could battle over. Gaining control of the location granted minor bonuses for their side in the PVE environment. Since the area was open, players also were able to fight in the wide are in between these control points...to prevent a siege, to cut down the number of hostiles reaching the battle area, to interdict the much-needed healers, etc, etc.

In STO this concept is easily applied.

1- Create a PVP region in the area now known as Hromi Cluster and Arcturus Arm. This will be a single sector block.

2- This Sector block is not to be a static map like other sector blocks. Instead it will be like the exploration sector space maps where its nothing but twinkling stars.

3- Like any other sector blocks, it is split up into sectors. This PVP sector block will have 6 blocks. I'll just name them Block 1 to 6 here. Each block has just ONE permanent 'system' that players can enter. This is the control point.

4- Each faction begins controlling just 1 block.

5- Each block, since they are 'exploration' type blocks, has random 'enter star system' stars floating around. Players can enter these systems.

6- Entering a system in these blocks will trigger a non-combat related set of objectives. The player can perform them and gain control of the system, thus giving his side a 'control point'.

Note: Players from both factions can enter the same random system and battle ensues over who can keep the other side at bay while your buddies complete the non-combat mission to earn the point.

7- Each block has a control-point meter that is displayed in the control point system of the block. When one side reaches ..say, 100 control points, they earn the ability to enter the control point for 24 hours.

8- The control point is a planetary system with a starbase and space installations such as the one seen in the 'starbase defense' event queue missions.

To gain ownership of the control point the attacking side must conquer the starbase and planet (ground and space pvp).

Starbase is conquered by destroying the installations and then the starbase. Defending players may use repair abilities and away teams (just like starbase defense mission) to help repair installations.

Planet is conquered in a similar fashion..there are ground installations that must be defended/destroyed by the combatants.

If the attacker fails to conquer the control system in 24 hours time they lose all their earned points and must start from zero to try again.



--------------------

Benefits of owning the control point systems: Minor PVE bonuses that add up the more systems you control.

Own:

1 block: no bonus
2 blocks: +small amount of dilithium earned per kill in PVE (say, 2 dilithium..does not include STF, episode or QUEUE missions..only applies to entering random system in PVE areas)
3 blocks: +50% EC rewards from any mission (STF,QUEUE missions,episodes, etc)
4 blocks: +5% chance to receive mk 12 very rare loot from kills.
5 blocks: +25% dilithium rewards from any mission (doff, stf, etc).
6 blocks: Increased dilithium refining from base 8000 a day to 10,000 a day (+2000 dil refining per day).



On a side note, not related to PVP:

You can also do similar system for exploration sectors and tie it in to the fleet starbase system. When players explore systems they earn points, those points are exploration points which go to the player's fleet points pool as 'exploration marks'.

Exploration marks would be converted into provisions for the player at a high exchange rate. Aka 25 exploration points = provision.

...and Cryptic can use exploration-themed selected Foundry missions to be randomly assigned as the exploration mission that is triggered when you enter these systems. This makes the exploration sectors fun and varied while at the same time beneficial for fleet members to run.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Commander
Join Date: Jun 2012
Posts: 423
# 2
09-13-2012, 10:39 AM
I would do PVP in a completely different way that would cost Cryptic a heck of a lot less in resources and time.

All I would have them to do is create a couple of static maps along the Neutral Zone between the Federation and Klingon Empire. These static maps would be open PVP zones, sort of like Kerrat; however they would never reset objectives.

In one such Static Warzone would be a Federation Colony that has an orbiting space station and a few other objects orbiting the planet such as an observation posts or satellite that could be disabled.
The Federation would be allowed to heal these objects from disabled to active or just to help keep them from being disabled if active; and the Klingon forces would be able to disable them.

As a daily mission reward, Federation players could earn some prize for defending any one of these outlaying colonies as sort of a patrol mission. The mission objective could be as simple as healing one of the objective in the map for so much HP or in the event that no objective is damaged, simply a patrol from objective to objective and a simple scan would do.

As a daily mission reward, the KDF could earn some prize for attacking any one of these outlaying colonies. Their mission objective could be as simple as deal X amount of damage to any objective within the map.

For spawn protection purposes, due to the map being an Open PVP zone without any resets, I would have the federation spawn in an area protected by a set of weapons platforms that are indestructible and would deal very serious damage to any person attempting to spawn camp. You could even warn the KDF in the mission briefing that their objective is to take out the satilites and to say away from the Federation Orbital defense Platforms.

For the KDF, I?d recommend spawning them in a gaseous cloud that would drop the Federation Shield and cause significant DPS to their hulls. In the mission briefing this could be explained away that the KDF have ejected an un-known corrosive material along with tetyron particles into a nearby gaseous cloud.
And that is how I?d start to handle PVP in an easy to implement way, that could take advantage of the resources already in the game.
Career Officer
Join Date: Jun 2012
Posts: 80
# 3
09-13-2012, 11:02 AM
I recognize that the Star Trek crowd isn't necessarily PvP focused, but I think that compelling and immersive PvP play, could really occupy people in between releases of PvE content. Unfortunately, the instanced arena matches aren't that compelling as they are.

Ideally, I'd like to see a neutral zone with territory control mechanics that would allow for open space PvP as well as planets and Starbases in the region that you could fight for control of.

Although my idea of the implementation is slightly different than the original poster's, the underlying ideas are the same. As a former Dark Age of Camelot player myself, the open PvP or RvR, gameplay of that game was second to none, but they also recognized the need to reward PvP participation beyond offering currency or rewards from grinding PvP. As the original poster suggests, faction wide rewards for controlling sections of the disputed territory, could pull non-PvPers into the fray, and make it a far more exciting and rewarding experience.

PvP is the sort of content that perpetuates itself and has the potential to relieve some of the constant pressure on the devs as far as PvE content release. In my opinion, a rewarding PvP system is a far better way to keep people playing the game for extended periods, aim comparison to time gated content, or missions setup to keep people currency/drop grinding.

So much potential here
Captain
Join Date: Jun 2012
Posts: 1,241
# 4
09-13-2012, 11:31 AM
Poisonspec/Magic Nightshade FTW ^^
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Career Officer
Join Date: Jun 2012
Posts: 80
# 5
09-13-2012, 11:43 AM
That was totally my main

Blades/poison spec - RR 7L5, I think? It's been so long! I'd totally keep playing the game on the side if they lowered the monthly sub to 5 to 7 bucks or so... the full 15 seems a little high.

Memories
Captain
Join Date: Jun 2012
Posts: 1,015
# 6
09-13-2012, 11:51 AM
Let me just drag this out again:
Quote:
Originally Posted by redricky View Post
Super Secret Option Q:

1 entire sector of space becomes devoted to PvP. The planets and nebulae all contain different PvP scenarios. The sector is semi-open PvP, you can challenge and accept challenges (1v1 even!) from pre-mades, or you can queue for the scenarios from outside the sector.

FvK win/loss stats from challenges and scenarios will be tracked and checked every 12 hours. Total wins from each scenario will will count as 1 point, for example challenge wins, CnH wins, 5v5 wins, etc, will all give 1 War Point.

When the 12 hour check is made and the War Points totaled the losing faction will be forced to use the other side's UI.

New scenarios will include PvPvE, such as convoy escorts with one faction defending and one attacking. New scenarios will include 1v1, 3v3, and 10v10, and Retrofit PvP.

Retrofit PvP queues will be added. For example, players will enter the tier 3 queue while piloting a tier 3 ship (no funny business, you Vault hackers!). Captains will be scaled accordingly. This way a lvl 50 character can be used to PvP with a lvl 30 ship, giving new PvPers a chance to learn to PvP without jumping in at a max-level ship and being overwhelmed by options. Other players might also enjoy the slower pace of lower tier combat and the chance to fly their favorite lower tier ships which cannot compete at max level. Each Retrofit PvP tier will give 1 War Point.

The sector will contain 1 starbase and 1 planetary base which will provide faction-wide buffs based on which faction is maintaining control. These buffs will stack the longer they are held. Ferengi merchants will frequent the bases of the winning side, providing services not available anywhere else such as additional dilithium refinement per day and Lobi gambling facilities.
Lieutenant
Join Date: Sep 2012
Posts: 80
# 7
09-13-2012, 12:31 PM
I would love to see more rewards for pvp with comparable gear acquired from pvp that you currently have to do stf's to get.

Also more incentive to do lower level pvp such as more exp rewards from queued pvp and world pvp. Currently at captain rank i am lucky to get 1 match a night and i get less then 1k exp for it.
Captain
Join Date: Jun 2012
Posts: 993
# 8
09-13-2012, 03:17 PM
Ill just be happy with territory control in the neutral zone only.


Another point that i could like to say is to allow FvF and not FvK only. After all this are 'training exercises', just like the current plot for the Arenas/C&H.
Division Hispana
www.divisionhispana.com
Career Officer
Join Date: Jun 2012
Posts: 514
# 9
09-15-2012, 07:59 AM
Quote:
Originally Posted by redricky View Post
Let me just drag this out again:
But this should be 1 big space, not just add another sector with 10's of 20's of planets and 100 different instances.
Career Officer
Join Date: Jun 2012
Posts: 514
# 10
09-15-2012, 08:36 AM
Quote:
Originally Posted by teleon22 View Post
I would do PVP in a completely different way that would cost Cryptic a heck of a lot less in resources and time.

All I would have them to do is create a couple of static maps along the Neutral Zone between the Federation and Klingon Empire. These static maps would be open PVP zones, sort of like Kerrat; however they would never reset objectives.

In one such Static Warzone would be a Federation Colony that has an orbiting space station and a few other objects orbiting the planet such as an observation posts or satellite that could be disabled.
The Federation would be allowed to heal these objects from disabled to active or just to help keep them from being disabled if active; and the Klingon forces would be able to disable them.

As a daily mission reward, Federation players could earn some prize for defending any one of these outlaying colonies as sort of a patrol mission. The mission objective could be as simple as healing one of the objective in the map for so much HP or in the event that no objective is damaged, simply a patrol from objective to objective and a simple scan would do.

As a daily mission reward, the KDF could earn some prize for attacking any one of these outlaying colonies. Their mission objective could be as simple as deal X amount of damage to any objective within the map.

For spawn protection purposes, due to the map being an Open PVP zone without any resets, I would have the federation spawn in an area protected by a set of weapons platforms that are indestructible and would deal very serious damage to any person attempting to spawn camp. You could even warn the KDF in the mission briefing that their objective is to take out the satilites and to say away from the Federation Orbital defense Platforms.

For the KDF, I?d recommend spawning them in a gaseous cloud that would drop the Federation Shield and cause significant DPS to their hulls. In the mission briefing this could be explained away that the KDF have ejected an un-known corrosive material along with tetyron particles into a nearby gaseous cloud.
And that is how I?d start to handle PVP in an easy to implement way, that could take advantage of the resources already in the game.
Yeh, how long would it realllllllllly take? a day? perhaps 2.
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