That would also increase the PvP in DoY due to the NCPD low SL hunters would see people out there and go and try to kill them for their belt/fun etc.
Nice idea.
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That would also increase the PvP in DoY due to the NCPD low SL hunters would see people out there and go and try to kill them for their belt/fun etc.
Nice idea.
Change Filter Hearts. Is it just me or is the existance of these two heart implants just pointless? I bet it's just me :lol:
I think it is the Body Health malus that makes them unsable. A bonus of 7/7 in the resistances doesn't make up for the loss in Body Health (roughly 3%-4% resistance gain against 100 Hit Points loss - according to NSkill).
So for example instead of the Body Health malus, maybe use the same as the Strengthen Heart malus?
Dunno about you guys but my setups deviate between strengthen heart 2 and filter heart 2. I'm pretty happy with them. The other heart implants are utterly pointless tho. Who wants a heart that gives endurance?? :confused:
Aye that's a good point. I only ever use Strengthen Heart's and don't even consider the others as they're all pointless.
I'd like to see epic items re-done. I ranted about this in another thread about them, most epic items are a joke, So a review of them would be nice.
WOC weapons, yes you added in some more pistols and rifles. very nice... NOT There is one cannon which is almost useless since it fires directly at your feet.
no mc, apu, ppu, drone or trade skilling woc items. So I think they should be added in ASAP.
I'd love to see a classic style mini-gun weapon for HC.
A review of vehicle weapons the revelers cannon is a joke not sure about other vehicle weapons though probably the same.
A review of some of the implants, I think that some of the implants like the synapse soldier mod, marines cpu needs to be re-done, as I am not sure they match implants like the mini-pprs etc. For example the HERC is a good implant for a HC tank, but it shouldn't be, there should be something that is better than it from a HC point of view, like a rare HC SWAT the marine isn't good enough to be it, and it's not HC nor MC.
Other than those things I am quite happy with things as they are.
I have a new idea!
I think this will be good to give new purpose to opfights, involve more clan PvE activities and add tactics to opfights.
Right, time to start.
I'm now going to talk about eggs. You get the eggs of a/the mob you killed but only the highest level of its species so to speak of the desired mob.
They drop rarely but the more of your clannies you bring to kill them, the faster it takes to collect these eggs ^^
Right so yeah blah blah blah eggs...
Right now, these eggs can be placed by clan members above rank 12 in and around the opzone (in accordance to the turret placing rules)
When these eggs are placed, the egg "hatches" (although you don't see that) and sets a spawn point for that mob you looted the egg from.
3 further points at this stage:
1) The spawned mobs arent the same as their parents. They are 20 levels below the parent's level and they drop different items when killed (no more eggs)
2) There is a spawn time on newly placed eggs. Either instant if no one is in the zone, or 5 ingame hours for the mobs to spawn if people are in the zone.
3) There is a limit to the amount of eggs of a single species that can be spawned (I think 3 is a good number although it can be determind by how hard the mobs are (damage/HP))
(P.S. I've just thought of another bit to expand on)
If you pick up a "freshly looted egg" and place it in an op, the offspring will be a "mob" faction and attack everything as normal mobs do
But.... If you take it to a lab and go into the UG, give the egg to a terminal that will genitically modify the offspring and raise it up so it becomes friendly with the lab owner's faction and only attack enemies to the lab owners faction. (this process takles 10 minutes waiting time per egg)
To clear a few things up...
If a friendly runner shoots an allied mob offspring, it will behave like a normal mob and attack back.
Once the offspring is dead, it won't respawn until a new egg is placed.
If even 1 egg is placed at an op, no turrets can be spawned.
They can't be healed by players, but they sheilds and DB does affect them.
To make this work best would be to determine a droprate which would be rare yet frequent for PvE'ers
If you get an egg from say a Grim persecutor, the offspring would be 20 levels lower and be called "Baby Grim Persecutors". The physical size of them would be the same.
Origionally this idea was to give a few things back into the game.
1)Another rare drop from PvE that could be worth alot to PvP'ers
2)Let PvE based clans take ops and labs and because of their PvE nature, help defend against attacks
3)Add another dimension to PvP
4)A really rich PvE clan could even host their own "PvE events" at an op they own
5)Bring in more storyline and roleplay to PvP'ing and PvE'ing
6)Adds another purpose to captuing labs
7)Adds tactics to the PvP front
And probably many more pro's, and yet I can't see 1 con =)
To further the idea of hackable and controllable inner city zones, can't KK do something with places like the Outzone and Industrial zones ?
It bores me to tears that all PvP is done on the Plaza 2 zoneline, and there's acres of zones in NC itself not being used for anything, pretty much.
Can't KK take advantage of these two things ?
Industrial Zone should have 2 hackable terminals. Once hacked by a specific hacker from a specific faction (unclanned can hack also but NOT if youre le'd) and the zone switches to give a bonus to THAT faction for the remainder of the NC day.Quote:
Originally Posted by landofcake
The bonus is Construction and Research (Both and +15 of each).
I don't know about the construction and research but depending on each zone and what the zone is used most frequently for i think that should have something to do with what the bonus would be, I think this is a really good idea and would make more than one zone for pvp, all the zones would have a purpose after this.Quote:
Originally Posted by William Antrim
OK I'm writing back some of my already-said ideas in the past and some new:
1) OP fight:
- All UGs should have the same look as the UG at RedRock Mine so noone can ever clip around forever since it's in the floor
- There should be a bigger timer delay between when you hacked the first layer at an OP and the time when you can take the second layer, which would give defending clan a bit of time to get ready to fight if they are all splitted over everywhere and would avoid fast hack OP taking that removes all chances of a good fight.
- Also had this idea that the first layer could be a door that is locking the OP at entrances and when hacked, opens after a certain delay of time, so defending clan can get up top the UG ready to fight besides of getting AoEed to fuck when many enemies...this one might be harder to put in game, was just a thought.
2) WoC:
- We need monks WoC items (already suggested stackable poison beam or stackable Fire Apoc for apus and maybe antipoison sanctum or usefull not bugged soul cluster with special color for ppus)
- We need tradeskillers WoC items ( i don't have tradeskiller but i think it's still missing in the game for those who loves tradeskilling)
3) Personnal feelings:
- I feel with 2.2 there is less diversity in game and less possibilities of multiple spec setup. Example: hybrids monks, hybrid tanks(before to make hybrid tanks again, there is big to do for melee tanks), HC PEs, melee PEs, anything that added something different. For spec setup, i used to be able to recycle easily on tank + run fast and repair on my ppu + run decently fast and gun a Reveeler on my spy(HC) + driving scorpion trike + droning........all these little kind of things that made NC life funnier with wicked setups that were possible.
4) Drugs:
- I'm not really a specialist of NC drugging setups but all I can feel right now is that there is a need for a runspeed cap, since right now every single bad pvper can attempt to call himself good by popping up 8 drugs to run like a retarded mofo and avoid getting shot and that's just stupid....having a runspeed cap would probably as well get back what i just talked about for adding more spec possibilities like repair + run fast or stuff like that.
Allright, waiting for your feedbacks guys....also, it's fun to get runners feedback but I wonder if KK can manage to give feedback on something as well and/or use our ideas for real and put them in game...
Thanx
Forgot to mention one big thing about Neocron:
I'm pretty sure the reason why whatever modification happens in game, all we see and will always see is still zoneline whoring PvP (which i happen to do as well) and ppu buttplugging (and yes i play ppu) pvp is the following:
- PEOPLE DROP BELTS
- people fucks implants
Make it when you die to not drop a belt or not fuck up your implants and i promise you will see people everywhere in this city in all zones pvping at all points without zoning in safezones....BUT the question is : do we love more to have fight everywhere without zoning or do we love more the fun to hack a belt after u killed someone?..You can't ask someone to volountary go suicide himself in the middle of a zone when he's alone vs 4 enemies when he knows he will drop his rare gun he paid 5Millions and took 2 weeks to get...
That's my opinion.....what's yours?
Industry though mate. Thats the angle I was taking. I think that having something like this for the tradeskillers would bring the pvpers along. If clan wanted to hack the "zone" for example and benefit from it then they should bring some protection along to keep them safe.Quote:
Originally Posted by Sharper Blade
Vegah I love your ideas about not losing stuff, I think this would be much better but people would whine like crazy that they couldnt get the "reward" from another players belt. These are unfortunately the same people who go running for the zoneline on half health.
Could this be a good idea that instead of losing an item in the belt, we could drop a % of our money so this way it's still fun to hack belts and gives still a challenge to not die?Quote:
Originally Posted by William Antrim
Make these hackable zones in industrial and outzone sectors have the same zone rules as ops.
Make all connecting zones have city sector zone rules, then just make sure that there is not a single outer connecting zone that is a safezone.
Thus during pvp if people can make it to one of the op zones they wont drop a belt, yet it means that their attackers can still follow them into those zones and finish them off.
Yet while players are making their way to these op style zones they have to travel through zones where belt drops are active thus there is still the chance of getting ambushed.
Also it means that in most cases if you are attacked or attack someone and your losing, it going to be a long run to the nearest safezone.
Some more thoughts:
- Enemies who use weapons should drop those weapons and maybe some ammo, as seen in the neocron 1 offline demo. It's logical, and more realistic.
- All of the Military base sectors bar the storage rooms should be safe zones.
- Make a more severe penalty for killing allied faction members.
- Remove the copbots from the wastelands and place them at the entrances to Neocron to protect the city, as they should. Might be better to replace them with S.T.O.R.M bots.