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Force of Arms  |  Data At Rest (Archives)  |  Old General Discussion  |  Conquest System  |  PvP areas defined
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Author Topic: PvP areas defined  (Read 6364 times)

kurtilator

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PvP areas defined
« on: October 24, 2008, 12:07:03 AM »
Will PvP be restricted to certain areas, or will anyone be able to attack any other faction at any time and any place that they are able to find them?

If there are defined areas for PvP, will they change according to conquest as battle lines move and territory is conquered, or will there be static zones like huge arena areas that anyone can wander into as they please?

We sleep safe in our beds because rough men stand ready in the night to visit violence on those who would do us harm. -- George Orwell

Hamilton

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Re: PvP areas defined
« Reply #1 on: October 29, 2008, 05:13:13 PM »
This is the current setup for conducting PvP:
- Cities/Settlements are considered a safe area from PvP.  Initially this will be forced as no-PvP areas, then hopefully expand to a form of "Responsible to Your Actions" environment.
- For Combat Operations, there are two forms, Arena Matches and the Open Environment.  Arena Matches are closed fights (most likely to be instanced based) in which individuals are teams fight each other.  The Open Environment has no restrictions as to PvP or PvE.

However, even though the there are no restrictions of PvE and PvE in the open (or wild), there are physical limitations.  PvP operations are to be at the borders of the factions, while PvE operations are conducted in the frontiers or away from the borders. 

The borders are to be dynamic allowing for shifting.  There is also Fuel Limitations, which will prevent opposing faction members from moving into the frontiers of the other factions.

The overall goal is to use one full size world map.
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kurtilator

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Re: PvP areas defined
« Reply #2 on: October 29, 2008, 09:36:18 PM »
That is how I pictured things from reading the forums.   I think this will make for an interesting map.   It was the open map that I was concerned with, as the arena seems self explanatory.   I like the idea of fuel limitations, I think it will add a dimension to planning a raid that most designers skip entirely.

Have you considered the case of someone taking potshots at another faction then skipping back out of pvp space?  Would they gain a designation that allows them to be attacked by either the person they shot at, or by a faction, or by anyone?  I suppose that is sort of a responsible for your actions area, since if you attack someone you can be attacked in response.
We sleep safe in our beds because rough men stand ready in the night to visit violence on those who would do us harm. -- George Orwell

Hamilton

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Re: PvP areas defined
« Reply #3 on: November 03, 2008, 10:01:49 AM »
Taking a potshot or a quick raid into another Faction's territory would be possible.  But this is mostly determined by fuel constraints.  An open PvP zone will not be confined to just the border.  Essentially the whole map is open, but only to faction vs faction type PvP; not for just free for all type of PvP (prevents same faction players fighting each other).

So in a potshot type of an attack (say a Mech that is designed along the sniper type or long range fire support), the Mech will need to get within the range of the opposing faction's Mechs to fire, while able to have enough fuel on board to out run for those who may want to engage.  In that manner, there is no magical boundary or zone line for the one potshoting Mech to run behind, but rather to run far enough back that the opposing Mechs will not have enough fuel to continue pursuit (and make it back to base).
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Helphyre

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Re: PvP areas defined
« Reply #4 on: November 13, 2008, 06:59:40 AM »
The fuel restraints idea might need its own thread, but here are my couple ideas on it and the whole PvP. I think it is entirely possible for the whole world/universe to be pvp. Just make attacking anyones main bases a nearly impossible task. These areas could not be conquered because of the local population loyalty simply raided. The act of attacking a major base could be kept in check by a large number of NPC tanks, mechs, turrets, shields. and the large number of players that start/spawn there. Also the rebuilt time at main bases could be very quick.

This then brings up the idead of fuel/energy limitations. I feel this is a great way to realistically control the development of the game. When the game first starts the fuel/energy capacities of mechs would be small (corporations not willing to dump a ton of money in to their building/research and focusing on other things). Thsi would limit the range players could explore and raid. So if yoiu do not have the energy to make it to the other base and back you probably should not go. This woudl also allow for the ideas of conquest and expansion to take place as the Corporations and/or players build/find energy sourses in the field to refuel and move farther and farther out. Now then we do not want players to get stranded out in the middle of nowhere, so the notion of power reserves comes into play. Once a player runs out of fuel reserves kick in. This would mean no weapons, shields, extremely limited radar, no jumping, or running, basically you get to think about to lack of proper rationing the whole long walk back to base, and hope you are not attacked. Of course you could always use the ejection pod for a quick jump back but you would lose your hard earned mech.

My 2 cents.


Hamilton

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Re: PvP areas defined
« Reply #5 on: November 19, 2008, 11:29:53 AM »
Your 2 cents have been noted and taken.
Sign off,
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Xenodamus

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Re: PvP areas defined
« Reply #6 on: November 19, 2008, 01:27:40 PM »
i whole heartedly agree on the above statment i do think that the corperations should start small and be player controled like say you dont want to join the game and fight much but you want to become a high ranking employee of the corp i think you should be able to do that like start out low as a grunt and work your way up. getting a bi weekly pay check not much just like real life. and work your way up the
corperat ladder but dont give totally power to one person have it so theres a bored of advisors again just liek in real life. that would give a whole new element to the game where not the g.m and npcs control the world but make it so where the player literally does control how the world runs. also be able to have players get togeather with enough money and start there own bussiness is for fuel reserch tech weapons armor ect. it would be a great way to have the player creat there own items for in game as you were stating eariler. and when that player quits or diecides they dont wnat to run the bussiness anymore have it auctioned off or sold sorta like an in game stock market totally void of real money of course. but it would open up a whole new aspect to the game.

SoulMiner

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Re: PvP areas defined
« Reply #7 on: November 19, 2008, 02:27:50 PM »
NPC corps create the cities player owned corporations expand the cities extending the reach of that faction :)
IF YOU BUILD IT THEY WILL COME

Xenodamus

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Re: PvP areas defined
« Reply #8 on: November 19, 2008, 04:15:58 PM »
NPC corps create the cities player owned corporations expand the cities extending the reach of that faction :)

exactly giving the play total control over what happens in that virtual world

some feedback is greatly appraciated :P
« Last Edit: November 23, 2008, 10:44:46 AM by Xenodamus »

Malice42

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Re: PvP areas defined
« Reply #9 on: December 29, 2008, 01:00:38 AM »
I am not a big fan of the factions building the cities though, and the players only expanding them. That seems like some sham disguised as sandbox play, where your actions only effect the world in a certain limited range, instead of shaping that world yourself.

I believe that shaping the world as a player is what Force of Arms is about, right?

Well, other than blasting people to dust with a gigantic mech.  ;D

veshire

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Re: PvP areas defined
« Reply #10 on: December 29, 2008, 09:58:42 PM »
to the comments on the range of mechs and there rate of fuel consumption...if a mech does indeed run out of fuel/energy...will there be a way for them to call for a refueling vehicle to fuel them at a high cost?...also would this refueling vehicle be NPC ran or player owned and operated?....such as just pay a set fee for a NPC to come help your or Hire an actual player who has a refueling vehicle for there corp for just such an emergency? also if the refueling vehicle is a player will he/she be able to keep the fee paid for there service?

Kellzz

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Re: PvP areas defined
« Reply #11 on: December 30, 2008, 02:45:12 PM »
I am not a big fan of the factions building the cities though, and the players only expanding them. That seems like some sham disguised as sandbox play, where your actions only effect the world in a certain limited range, instead of shaping that world yourself.

I believe that shaping the world as a player is what Force of Arms is about, right?


While i never played it, i do believe a huge issue was the number of "ghost towns" in SWG.
Players would build up these towns, only to abandon them several months later.
Also, look at second life (porn shops aside) there are a number of buildings that serve no purpose. Buildings you cant enter, and randomly placed pieces of geometry that newbies threw around trying to figure out the game.

So i feel there has to be some form of restrictions on the where, how, and whens on player created towns/expansions.
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Beovvulf

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Re: PvP areas defined
« Reply #12 on: December 31, 2008, 08:14:59 PM »
While i never played it, i do believe a huge issue was the number of "ghost towns" in SWG.
Players would build up these towns, only to abandon them several months later.
Also, look at second life (porn shops aside) there are a number of buildings that serve no purpose. Buildings you cant enter, and randomly placed pieces of geometry that newbies threw around trying to figure out the game.

So i feel there has to be some form of restrictions on the where, how, and whens on player created towns/expansions.
I agree completely.  I was still playing SWG when there was a mass exodus from the game by players going to WoW.  Those with the responsibility for some of those towns were beside themselves as there were all of these buildings that were on auto-maintenance but no current activity.  They could do nothing to recover the site and allow active players better places to build.

In addition they drove the remaining players nuts with constant comment about making sure to let them know if you were going to leave the game and resolve your house so that it did not become another auto-maintenance ghost house.

Merchant dwellings eventually had no merchandise but unless you had been there and made a reference to that fact you could waste much time revisiting a merchant with nothing to offer.

With avatar resources in the millions a building could literally stay on auto-maintenance for real life years.  Some control aspects have to be in place to prevent this type of situation and as posted in other threads there will be those players that leave the game whether permanently of for varying periods of time.
« Last Edit: December 31, 2008, 08:19:33 PM by Beovvulf »

Beovvulf

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Re: PvP areas defined
« Reply #13 on: January 02, 2009, 12:05:33 PM »
Fresh comment and more on topic.  This may be addressed somewhere that I have not located as yet.

From what has been posted here and what I have seen elsewhere it appears to me that you are talking about the game starting with almost no true PvP between corporations.  Due to the size of the world and the energy restrictions involved I can not see being able to reach another corporations territory until after some exploration and creation of intermediary bases that would allow the expansion of the range for mechs to travel.

I understand the ability to transport mechs via other transport media thereby conserving the mechs power until after drop off.  However, it still seems unlikely that there would be enough power to engage the opposing corporations forces and get back to your main base without some refueling/refitting type of installation closer to corporate boundaries.

Are the player created "cities" going to be placed to accommodate some of this and as a result allow immediate PvP between different corporations or am I correct in expecting an exploration and development time before major PvP between corporations can actually take place?

Hamilton

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Re: PvP areas defined
« Reply #14 on: January 02, 2009, 01:11:38 PM »
Quote
I am not a big fan of the factions building the cities though, and the players only expanding them. That seems like some sham disguised as sandbox play, where your actions only effect the world in a certain limited range, instead of shaping that world yourself.

I believe that shaping the world as a player is what Force of Arms is about, right?
That is correct in that players are to shape the world; however, there are obstacles and story-telling in effect.  There are reasons for limiting player settlements, as mentioned above, and for some others.  In allowing near complete freedom to players to build settlements, risks rapid expansion, and thus having many settlements with low populations.  If there is ever a down-turn in the player population, then those many settlements may become ghost towns.  We prefer there to be limited settlements, which allows for larger populations and hopefully limits possibility of ghost towns from occurring.

Additionally in game terms, settlements are significant under takings, which requires a faction to invest in.  As such, the major factions will want to see a good return on investment for those settlements.  There is also the corporate bureaucracy at work, requiring permits and other red-tape.  So building a settlement does not happen with a simple mouse click.  Building a settlement is both a time and money (game credits, not real money) investment by players and should provide an form of satisfaction of achievement when done.

Now there can be bases built by players, though limited in size, would allow those players or guilds who want to have their very own town.


Also to note, at the beginning of the game, players will be limited as to what they can do and control.  But as time goes on, we'll be transferring control to the players.  For example, Faction Leaders are controlled by us during the start.  We will control the factions and do what we think is fit.  As time goes on and we think we got a handle on things (this is where players laugh), we'll allow for selected (and accepting) players to fill in the leadership roles.  I would like to think that the factions will become better this way, but just as in history, some people can drive their organizations to the ground.  Hopefully if or when this occurs, that players would take that opportunity to over-throw the existing leadership or join another faction rather than quit the game.
When things aren't working out, then make a difference and change it, rather than to give up.
Sign off,
Hamilton
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Force of Arms  |  Data At Rest (Archives)  |  Old General Discussion  |  Conquest System  |  PvP areas defined
 

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