Post by quicklite on Mar 17, 2013 5:41:37 GMT -5
So, I've been planning this idea in my head for a good while, and at this point I'm pretty sure it's ready. Basically, at the basically-empty space on the left side of the screen, there should be two bars; one of these would be called a 'Global Threat Meter' and one a 'Personal Threat Meter'. These two threat meters would work in the same way, but serve different purposes. Both meters are filled up by actions that would 'threaten' the enemies that you fight. Some actions fill up more threat meter than others. My idea would be the offending actions to be these, scaling from least threatening to most threatening: Killing an enemy, killing a small fortress, spending Gridshards (Personal Threat Meter Only), reclaiming a single grid square (Global Threat Meter only), killing a medium sized fortress, building a facility, killing a drill, building a more expensive facility, killing a delta, leveling up a town, founding a town, Reclaiming an entire section (Global Threat Meter Only). Both threat meters decrease slowly over time, so if a server is inactive, it won't stay at the highest level. However, the main difference between the two meters is that the Personal Threat Meter is only influenced by your actions, whereas the Threat Meter is influenced by everyone's actions. If you die, you Personal Threat Meter decreases significantly, whereas if a town is de-leveled or destroyed (which I'll explain later), the Global Threat Meter decreases significantly. On both threat meters, there will be 6 notches, the final being at the very top of the threat meter. When a notch is reached, the AI will respond accordingly for every 30ish minutes that the threat meter is at this level for the Global Threat Level, and 10ish minutes for the Personal threat level. As well as this, the 'Personal Threat Level' events will only occur for the people with the top 3 highest threat levels in the server. If you are one of these 3 people, you will receive increased drop/gain rates for prisms, craftable shards, victory points, and gridshards. These people will be marked red on the radar, and will have red text for their names, letting people know that this guy will be triggering Personal Threat Events, and therefore to stay clear of him if they feel like they can't handle said triggered events.
The AI's responses will be shown below.
NB: When you are at the 3rd notch, the 'events' in the 2nd and 1st notches can still be triggered. Same with the 4th and 5th. The 6th is special, though.
Personal Threat Meter
Level 1
A basic kill squad is sent out from the nearest untouched drill or delta to attack the player. They will attack people nearby the player, but if that person runs away from the player, the kill squad will not follow them, as they prioritize the player itself. These shouldn't be that hard to deal with, as this is only a level 1 threat, but the kill squad gets more life and damage as you progress up through the threat levels.
Level 2
Whenever you engage a medium sized fortress or super tank, there is a chance that it will suddenly 'upgrade', giving it more health, range, damage, and turret speed, or that it will be reinforced with a small army of minions. This will turn what would've been a pretty easy fight into a challenging one, which would be problematic if there are other fortresses nearby as well.
Level 3
Four enemies resembling jet fighters will spawn from the nearest untouched drill or delta, and on seeing the player, will proceed to attack the player in a series of strafe runs. Unlike the kill squad, these will attack the player and only the player. These do a signifcant amount of damage (but not that much), have a large amount of life, and are really fast. These are flying enemies. However, there is one catch. On the first strafe run, the jet fighters will attack with debuffs instead of bullets. All 4 planes will apply one of the following debuffs: Damage halved for 30 seconds, Speed halved for 25 seconds, Range halved for 35 seconds, Guns Disarmed for 10 seconds, Triggers Disarmed for 10 seconds. These would be a serious threat in a fight, as all these debuffs would be the last thing you would want when engaging a drill or a delta or something.
Level 4
An advanced kill squad is sent from the nearest untouched delta or drill to attack the player. These enemies can cloak in order to remain undetected by anyone until seeing and engaging the player, when they uncloak. Like the basic kill squad, they will attack people nearby you as well. These enemies should be very hard to defeat, and a serious challenge to anyone skilled enough to make it this high up their Personal Threat meter.
Level 5
When engaging a drill or a delta, there is a chance that the drill/delta will 'upgrade', increasing its health, damage, range, and shields, as well as being reinforced by a large amount of minions. This is seriously hard.
You can use your town key to escape from any of these threats, but not only will these threats disappear/downgrade after you have done this, but also you will lose all of your personal threat meter, meaning that you will know longer gain buffed drop/gain rates, you will no longer be attacked by events, and to add insult to injury, the server will scold you for your cowardice.
Global Threat Meter
To make things fair, the Global Threat Meter is only activated when there are 4-5+ people in a server.
Level 1
A relatively large army will attack a random town. All players will be given a 25 second warning before this happens in which they are told what town will be attacked. The enemies that attack this town will be able to attack and destroy facilities. Once enough facilities have been destroyed, the enemies can attack the town socket directly in order to de-level the town. If the town is level 1, they will destroy the town completely. This army should be just about defendable by one player, but it should be very hard to defend against this with only one player and if this is attempted, the town will almost certainly be damaged or de-leveled. What I'm trying to say is that when this happens, it should be a big enough threat for several people to show up and help defend.
Level 2
10 'Alpha Fortresses' will be spawned in the most damaged, but not fully claimed sector. Unlike the 'upgrades' mentioned in the Personal Threat Level, these should be completely unique buildings entirely. With more firepower than a delta and with more minions and shields than a drill, these buildings should be almost impossible to solo, and therefore demanding teamwork to take out.
Level 3
A very large army will attack a random town after a 30 second warning. This should be basically impossible to defend against on your own. You need to gather a decent amount of friends to defend against this, which makes sense because in order to get to this level, you need a decent amount of people to help boost the threat meter. These can also destroy facilities, de-level towns, and destroy towns. This should be a pretty awesome fight, and therefore a good incentive to get to this threat level.
Level 4
In the 5 most damaged but not fully reclaimed sectors, 5 drills or deltas will morph into 'Ravager Citadels' or some other impressive sounding name. These should be even harder than an alpha fortress, requiring a decent and skilled playerbase to destroy. These should have at least 3-5 layers of defenses and loads of minions. This should be a pretty terrifying fight.
Level 5
A G.R.U is deployed and will attack the most leveled town. I would explain what this is, but there is already a thread not made by me about this boss, a thread that gave me the entire idea for this in the first place. So it seems fitting to reference it here ^^. Here is the link to the thread:
grid12.proboards.com/index.cgi?board=general&action=display&thread=122
(If the link doesn't work, just delete the <br/> at the end. I'd do it myself, but I can't >_<)
Level 6
Level 6 of both threat meters can only be triggered by reclaiming 5 sectors. Level 6 is basically the final boss. What happens is that Origin, the orignal town, is destroyed, instead forming into a massive fortress with 10 layers and hundreds of defenders. This fortress would be called the 'C.O.R.E'. I cannot be bothered to say what that actually stands for . This would be the main incentive to clear all 5 sectors, therefore 'winning' and having the map reset. People who join the game now will spawn on the closest town to what used to be Origin, instead of origin itself, for obvious reasons.
Well, I'm done. That took a while. What do you guys think? ^^
The AI's responses will be shown below.
NB: When you are at the 3rd notch, the 'events' in the 2nd and 1st notches can still be triggered. Same with the 4th and 5th. The 6th is special, though.
Personal Threat Meter
Level 1
A basic kill squad is sent out from the nearest untouched drill or delta to attack the player. They will attack people nearby the player, but if that person runs away from the player, the kill squad will not follow them, as they prioritize the player itself. These shouldn't be that hard to deal with, as this is only a level 1 threat, but the kill squad gets more life and damage as you progress up through the threat levels.
Level 2
Whenever you engage a medium sized fortress or super tank, there is a chance that it will suddenly 'upgrade', giving it more health, range, damage, and turret speed, or that it will be reinforced with a small army of minions. This will turn what would've been a pretty easy fight into a challenging one, which would be problematic if there are other fortresses nearby as well.
Level 3
Four enemies resembling jet fighters will spawn from the nearest untouched drill or delta, and on seeing the player, will proceed to attack the player in a series of strafe runs. Unlike the kill squad, these will attack the player and only the player. These do a signifcant amount of damage (but not that much), have a large amount of life, and are really fast. These are flying enemies. However, there is one catch. On the first strafe run, the jet fighters will attack with debuffs instead of bullets. All 4 planes will apply one of the following debuffs: Damage halved for 30 seconds, Speed halved for 25 seconds, Range halved for 35 seconds, Guns Disarmed for 10 seconds, Triggers Disarmed for 10 seconds. These would be a serious threat in a fight, as all these debuffs would be the last thing you would want when engaging a drill or a delta or something.
Level 4
An advanced kill squad is sent from the nearest untouched delta or drill to attack the player. These enemies can cloak in order to remain undetected by anyone until seeing and engaging the player, when they uncloak. Like the basic kill squad, they will attack people nearby you as well. These enemies should be very hard to defeat, and a serious challenge to anyone skilled enough to make it this high up their Personal Threat meter.
Level 5
When engaging a drill or a delta, there is a chance that the drill/delta will 'upgrade', increasing its health, damage, range, and shields, as well as being reinforced by a large amount of minions. This is seriously hard.
You can use your town key to escape from any of these threats, but not only will these threats disappear/downgrade after you have done this, but also you will lose all of your personal threat meter, meaning that you will know longer gain buffed drop/gain rates, you will no longer be attacked by events, and to add insult to injury, the server will scold you for your cowardice.
Global Threat Meter
To make things fair, the Global Threat Meter is only activated when there are 4-5+ people in a server.
Level 1
A relatively large army will attack a random town. All players will be given a 25 second warning before this happens in which they are told what town will be attacked. The enemies that attack this town will be able to attack and destroy facilities. Once enough facilities have been destroyed, the enemies can attack the town socket directly in order to de-level the town. If the town is level 1, they will destroy the town completely. This army should be just about defendable by one player, but it should be very hard to defend against this with only one player and if this is attempted, the town will almost certainly be damaged or de-leveled. What I'm trying to say is that when this happens, it should be a big enough threat for several people to show up and help defend.
Level 2
10 'Alpha Fortresses' will be spawned in the most damaged, but not fully claimed sector. Unlike the 'upgrades' mentioned in the Personal Threat Level, these should be completely unique buildings entirely. With more firepower than a delta and with more minions and shields than a drill, these buildings should be almost impossible to solo, and therefore demanding teamwork to take out.
Level 3
A very large army will attack a random town after a 30 second warning. This should be basically impossible to defend against on your own. You need to gather a decent amount of friends to defend against this, which makes sense because in order to get to this level, you need a decent amount of people to help boost the threat meter. These can also destroy facilities, de-level towns, and destroy towns. This should be a pretty awesome fight, and therefore a good incentive to get to this threat level.
Level 4
In the 5 most damaged but not fully reclaimed sectors, 5 drills or deltas will morph into 'Ravager Citadels' or some other impressive sounding name. These should be even harder than an alpha fortress, requiring a decent and skilled playerbase to destroy. These should have at least 3-5 layers of defenses and loads of minions. This should be a pretty terrifying fight.
Level 5
A G.R.U is deployed and will attack the most leveled town. I would explain what this is, but there is already a thread not made by me about this boss, a thread that gave me the entire idea for this in the first place. So it seems fitting to reference it here ^^. Here is the link to the thread:
grid12.proboards.com/index.cgi?board=general&action=display&thread=122
(If the link doesn't work, just delete the <br/> at the end. I'd do it myself, but I can't >_<)
Level 6
Level 6 of both threat meters can only be triggered by reclaiming 5 sectors. Level 6 is basically the final boss. What happens is that Origin, the orignal town, is destroyed, instead forming into a massive fortress with 10 layers and hundreds of defenders. This fortress would be called the 'C.O.R.E'. I cannot be bothered to say what that actually stands for . This would be the main incentive to clear all 5 sectors, therefore 'winning' and having the map reset. People who join the game now will spawn on the closest town to what used to be Origin, instead of origin itself, for obvious reasons.
Well, I'm done. That took a while. What do you guys think? ^^