Post by linkshot on Oct 7, 2012 17:43:06 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: Stadiums.
In Air Ride, at the end of every City Trial, the four players compete in a Stadium event. This ranges from a target range, a boss fight, an enemy-smashing derby, destroying each other, a race, etc
Since we need an incentive to have victory points and achieve victory, let's put this in.
Every Challenge will have its own leaderboard and a list of the top 10 champions, with how many times they won as the qualifier, and the high score for the challenge.
The victory points you obtained determine how much of your gridshards will carry over to the next map, and the chance of carrying over a prism. 1 Victory Point = 0.001 gridshards or percent chance.
All buffs and lenses are reset at the beginning of a challenge
EDIT: Instead, cash in your splinters to tailor your vehicle to the challenge
MODEL 666 KILLBOT Thanks, Rob!
A blowhard megazord tank similar to RotMG's Oryx battle. Map size is about 5 times smaller than the main world map. The goal is to destroy KILLBOT without dying first. If you die, you're out and the rewards obtained are cashed in.
KILLBOT will start in one of the corners of the map, while players will start in the center and have to build up their town to be at a sufficient level to fight it.
The town itself has a shield health equal to its lab level, a layer amount equal to the town level, and every extractor is a turret that spawns healing squares. There are other towns to find and buff, too.
KILLBOT will spawn mobile minions a fair number of squares ahead of its path as it moves. There is less normal enemy spawn density to compensate.
Defeating KILLBOT nets a full set of prisms (2 of each kind) and 20k Gridshards. The high score is the time it took to kill it. The champions are whoever put the most gridshards into the town and whoever dealt the most direct damage to KILLBOT.
Bonus Round
The map has one town this time: Origin. The goal is to pour as many shards into the town as you can in 10 minutes. No labs or extractors will spawn. Resonators, however, are plentiful.
Shards put into resonators do not count to the obtained amount at the end. For every 5 town levels, everybody is awarded one of each prism type. You are awarded nothing if you put less than 20k into the town. The high score is how many gridshards got shoved into the town socket. The champion is whoever sank the most gridshards in.
Scavenger Hunt
This challenge lasts up to 15 minutes. 50 flags are scattered across a map with towns that only have Speed Resonators. Collecting all the flags in the allotted time will net everybody a 50k Gridshard bonus and one of each Prism. To obtain any end rewards, you must find at least one flag or put 7500 shards into speed resonators. The high score is the fastest time to find all 50. The champions are whoever found the most flags, and whoever put the most shards into Speed Resonators.
Full Clear
This challenge lasts up to 30 minutes. A 500x500 tile map is generated, and the goal is to wipe out all enemies in the given time. This map has a research level and scattered towns. When all enemies are wiped out, Armadas will spawn from the four corners, and those must be defeated. You must kill at least 10 enemy stations, kill an Armada, or contribute 25k shards to Labs AND Extractors (so 50k total) to obtain your loot at the end. Succeeding will grant everybody a bonus one of each prism and 20k Gridshards. You also get to keep what you contributed and had on-hand. The high score is how fast you cleared everything out. The champions are top gridshard contributor and top enemy damager.
Flood
This challenge places everybody in a single town that they must defend from increasing waves of enemies. There is no bonus reward: just what you contributed to the town.
The town starts at Level 2 with one of every resonator at Level 3. The enemy waves will slowly increase in density and, every minute, increase difficulty. When all players are defeated, the challenge is over. The high score is how long the players lasted. The champion is the last man standing.
In Air Ride, at the end of every City Trial, the four players compete in a Stadium event. This ranges from a target range, a boss fight, an enemy-smashing derby, destroying each other, a race, etc
Since we need an incentive to have victory points and achieve victory, let's put this in.
Every Challenge will have its own leaderboard and a list of the top 10 champions, with how many times they won as the qualifier, and the high score for the challenge.
The victory points you obtained determine how much of your gridshards will carry over to the next map, and the chance of carrying over a prism. 1 Victory Point = 0.001 gridshards or percent chance.
All buffs and lenses are reset at the beginning of a challenge
EDIT: Instead, cash in your splinters to tailor your vehicle to the challenge
MODEL 666 KILLBOT Thanks, Rob!
A blowhard megazord tank similar to RotMG's Oryx battle. Map size is about 5 times smaller than the main world map. The goal is to destroy KILLBOT without dying first. If you die, you're out and the rewards obtained are cashed in.
KILLBOT will start in one of the corners of the map, while players will start in the center and have to build up their town to be at a sufficient level to fight it.
The town itself has a shield health equal to its lab level, a layer amount equal to the town level, and every extractor is a turret that spawns healing squares. There are other towns to find and buff, too.
KILLBOT will spawn mobile minions a fair number of squares ahead of its path as it moves. There is less normal enemy spawn density to compensate.
Defeating KILLBOT nets a full set of prisms (2 of each kind) and 20k Gridshards. The high score is the time it took to kill it. The champions are whoever put the most gridshards into the town and whoever dealt the most direct damage to KILLBOT.
Bonus Round
The map has one town this time: Origin. The goal is to pour as many shards into the town as you can in 10 minutes. No labs or extractors will spawn. Resonators, however, are plentiful.
Shards put into resonators do not count to the obtained amount at the end. For every 5 town levels, everybody is awarded one of each prism type. You are awarded nothing if you put less than 20k into the town. The high score is how many gridshards got shoved into the town socket. The champion is whoever sank the most gridshards in.
Scavenger Hunt
This challenge lasts up to 15 minutes. 50 flags are scattered across a map with towns that only have Speed Resonators. Collecting all the flags in the allotted time will net everybody a 50k Gridshard bonus and one of each Prism. To obtain any end rewards, you must find at least one flag or put 7500 shards into speed resonators. The high score is the fastest time to find all 50. The champions are whoever found the most flags, and whoever put the most shards into Speed Resonators.
Full Clear
This challenge lasts up to 30 minutes. A 500x500 tile map is generated, and the goal is to wipe out all enemies in the given time. This map has a research level and scattered towns. When all enemies are wiped out, Armadas will spawn from the four corners, and those must be defeated. You must kill at least 10 enemy stations, kill an Armada, or contribute 25k shards to Labs AND Extractors (so 50k total) to obtain your loot at the end. Succeeding will grant everybody a bonus one of each prism and 20k Gridshards. You also get to keep what you contributed and had on-hand. The high score is how fast you cleared everything out. The champions are top gridshard contributor and top enemy damager.
Flood
This challenge places everybody in a single town that they must defend from increasing waves of enemies. There is no bonus reward: just what you contributed to the town.
The town starts at Level 2 with one of every resonator at Level 3. The enemy waves will slowly increase in density and, every minute, increase difficulty. When all players are defeated, the challenge is over. The high score is how long the players lasted. The champion is the last man standing.