Post by linkshot on Oct 7, 2012 16:51:34 GMT -5
Alright, was talking to Wicked about how I liken this game to Air Ride's City Trial. There are 4 notable differences between Grid 12 and City Trial. I'll be tackling one of those here: Events.
In Air Ride, a random event will occur every so often. Ranges from a healing building turning on, a large boss landing, an item thief spawning, all boxes containing one type of item globally, etc.
The only event we have right now is "The Armada".
We could take some straight from those if we wish. Here are the ones I've come up with.
Gridshard Deposit
Somewhere on the map, forced somewhere in yellow or red wilderness, a large bag of Gridshards will spawn. This will stay up for 3 hours. The prize range should be between 50k to 250k shards. When the game starts bustling (50 people on at a time), lower to 1 hour.
Homogenization
For 20 minutes, all loot drops will be the same reward but in different numbers. All Gridshards, all a splinter type, all a lens color/shape/saturation, or all a prism type.
Gravity Well
A ball of gravity will wander around the map for 2 hours, dragging all mobile players and enemies toward it, making it tough to maneuver, and potentially threatening towns caught in enemy paths.
Wormholes
4 wormholes will open up in the map, placed at random. Entering one (same way you use the teleporter in Tutorial) will port you to a random one on the map. This event can stack up to 20 wormholes, as it doesn't go away.
Cross Combination
All white wilderness intersections (where four enemy territories meet) will pull the buildings into it and create new, more powerful structures based on the four put in.
Shuffle
All players' locations are swapped with each other. A 3-second countdown is given.
Warp Speed
All vehicles start moving at quintuple their proper movement rate. This lasts for 30 minutes.
Pew pew pew!
All damage, both enemy and player, dealt is cut in 4, but all fire rates are buffed to 400%. Lasts for 1 hour.
Optimize
For 1 hour, extractors and labs cost half their price to upgrade, but resonators cost double.
Space Fog
For 90 minutes, sight range (how far a tile will draw) is cut to 5. This also reduces both enemy and player weapon ranges to half.
Heatseeking
The range at which a new town can be discovered is buffed to 150%, but enemies directly adjacent to towns get +1 to their wilderness level. This lasts for 20 minutes.
Enemy Resonation
For 2 hours, all enemy buildings will provide a random resonator buff (health, shields, speed, cooldown, damage, range) to themselves and the minions they spawned. The buff can range from 10% to 50%. Destroying the building dispels the buffs placed on surviving minions.
Towers
7 towers will spawn out in the white wilderness and sit there for 90 minutes. If they are not all destroyed by the timer's end, Origin's level will be lowered by how many towers were left standing.
Jetbolt
A golden enemy tank will spawn and start darting across the map at intense speeds. It has 3 layers of shields and 50k HP. It will keep darting around for 2 hours. If destroyed, it will drop a guaranteed Pulch Prism, 10k Gridshards, 3 identical flawless prisms, and 20 of every splinter. It does not have any weapons
In Air Ride, a random event will occur every so often. Ranges from a healing building turning on, a large boss landing, an item thief spawning, all boxes containing one type of item globally, etc.
The only event we have right now is "The Armada".
We could take some straight from those if we wish. Here are the ones I've come up with.
Gridshard Deposit
Somewhere on the map, forced somewhere in yellow or red wilderness, a large bag of Gridshards will spawn. This will stay up for 3 hours. The prize range should be between 50k to 250k shards. When the game starts bustling (50 people on at a time), lower to 1 hour.
Homogenization
For 20 minutes, all loot drops will be the same reward but in different numbers. All Gridshards, all a splinter type, all a lens color/shape/saturation, or all a prism type.
Gravity Well
A ball of gravity will wander around the map for 2 hours, dragging all mobile players and enemies toward it, making it tough to maneuver, and potentially threatening towns caught in enemy paths.
Wormholes
4 wormholes will open up in the map, placed at random. Entering one (same way you use the teleporter in Tutorial) will port you to a random one on the map. This event can stack up to 20 wormholes, as it doesn't go away.
Cross Combination
All white wilderness intersections (where four enemy territories meet) will pull the buildings into it and create new, more powerful structures based on the four put in.
Shuffle
All players' locations are swapped with each other. A 3-second countdown is given.
Warp Speed
All vehicles start moving at quintuple their proper movement rate. This lasts for 30 minutes.
Pew pew pew!
All damage, both enemy and player, dealt is cut in 4, but all fire rates are buffed to 400%. Lasts for 1 hour.
Optimize
For 1 hour, extractors and labs cost half their price to upgrade, but resonators cost double.
Space Fog
For 90 minutes, sight range (how far a tile will draw) is cut to 5. This also reduces both enemy and player weapon ranges to half.
Heatseeking
The range at which a new town can be discovered is buffed to 150%, but enemies directly adjacent to towns get +1 to their wilderness level. This lasts for 20 minutes.
Enemy Resonation
For 2 hours, all enemy buildings will provide a random resonator buff (health, shields, speed, cooldown, damage, range) to themselves and the minions they spawned. The buff can range from 10% to 50%. Destroying the building dispels the buffs placed on surviving minions.
Towers
7 towers will spawn out in the white wilderness and sit there for 90 minutes. If they are not all destroyed by the timer's end, Origin's level will be lowered by how many towers were left standing.
Jetbolt
A golden enemy tank will spawn and start darting across the map at intense speeds. It has 3 layers of shields and 50k HP. It will keep darting around for 2 hours. If destroyed, it will drop a guaranteed Pulch Prism, 10k Gridshards, 3 identical flawless prisms, and 20 of every splinter. It does not have any weapons