Actionable Items Thread Refresh: Requirements: Each territory represented in the world map has a garrison attached to it. This Garrison is owned by the faction defending the territory. When the territory is flipped, the defenders have 5 minutes to prepare themselves and then have a limited amount of re-spawns they are kicked from the area. Garrison Remains Persistent. Players can come and go as they please. There are no other timers other than invasion countdown. The Garrison is vast and rugged and represents a resource rich area for the combatants of Arkohna. It may host any of the following nodes of interest: Mines, Rigs, Tech Centers, Power Stations, Industrial Centers, Skydocks, Supply Depots, Research Facilities, and many other combinations thereof using available assets. The Garrison constantly gathers resources for the controlling faction and represents the material/logistical center of the war. The Invasion Stage represents the spoils of war. After slaughtering their way through a territory and breaking a fortress (or several), the invaders have come to claim loot and plunder, deny or otherwise divert the resource rich zone to their own war effort. After 5 minutes, the new owners of the territory can spawn in and lay claim to the resource rich area. They have unlimited respawns and outnumber the garrison guard by at least 2:1 if not more. (Current Garrison pop Cap is 15-20. So the enemy would have between 30-40.) Henceforth, the outnumbered force is called the guerrilla force. This is not meant to be a fair fight. Mechanics of Post Invasion Garrison Conflict - Inspired by Arathi Basin and Alterac Valley. The heart of the Garrison is the key to collecting the resources of the territory. If the guerrilla forces hold out to an open ended amount of time, they can deny the invaders from nearly all of the plunder. Guerrilla Forces have two tactical paths: Jadotville: Hold Ground and deny the invaders from taking the heart of the garrison. It is not not a fortress, only advisable under the following conditions: If the territory can be taken back in a reasonable amount of time, a competent force such as a guild are the insurgents. Insurgency: If such a defense is not attainable, then players would probably want to run for the hills and regroup. From there the Guerillas would want to deny the resource nodes that collect from the invaders to slow their spoils from reaching the front lines. Resource Gathering is on a timer, exactly as the nodes push the influence bar in domination, every x amount of time the Garrison receives a tick of Resource. Insurgents can sabotage this effort by starting a cap on the point; the owners of the garrison can fast travel to the node and begin a conflict, thwarting the sabotage and giving pursuit of the Guerrillas. It is necessary for Guerillas to capture a point periodically however, as they will need to resupply and potentially steal vehicles on occasion. PvE and PvPvE Eventually Tyranids would be added to this area, equally attracted to the resources. Fully invading the area with endless spawns against a raid sized group of players, or adding to the conflict hunting both guerrillas and garrison guards alike and potentially owning this territory themselves.
Game's F2P, and if the stats are correct, I lead a full third of the playerbase directly. I don't feel as though that's true. People would jump back in as they always do after a content update. With the worlds "persistent map" and people would probably knock down the doors. The list of wants aside, a single map that even hints at larger things to come that's persistant is literally the #1 consistently requested item for the devs. Agreed. And I want to be really clear here, that's exactly what I'm asking. In no way am I asking for an open persistent world. It's more of a patchwork of territories that support the matchmaking process. A lot like sitting around the Undercity waiting for Battlegrounds to proc, but instead it's an area the size of Silverpine Forest, Trisfall Glades, both Eastern and Western Plaguelands, the Hinterlands, and Hillsbrad Foothills, combined. (basically all of Loderon) UE4 can go up to 8 sq km which is absolutely gigantic, so in the interest of baby steps, 3 sq km seems attainable with a lot of options as to what the devs could allow us to do there.
An interesting concept. If this happened (And I support!) I'd still like a space like what there is now to function as a casual hub.
So I'm going to talk about Meta Game and some details within the Garrison now. I'm hoping this applies to how this concept scales and affects the rest of the game world. This I think will bring about real consequence to garrison life and how guerrilla war won't just be a giant gankfest half the time - which I sincerely am hoping to avoid. General Garrison Conditions: Logging out will cause you to fade from the world, you will reappear exactly where you were if there is room on your faction to do so. If not, you will appear in the next adjacent garrison in the same faction pairing. Conditions of the Wild: There are certain things that make more sense for gameplay to exist outside the main walls of the garrison than in it. Manually queuing for the following: War Parties, PvE, and each faction/continent pairing, all happens outside the garrison. Think of old school WoW before instant queuing for Battlegrounds. You had to physically go to the place where an NPC was standing and sit around for it to proc instead of just sitting in one spot messing with a UI. Both types exist, but automatic convenience queuing can be turned off, read below to find out how. These stations to queue manually are nestled within bunkers like the one currently in the garrison. There is a faction specific transport like the one currently in the garrison and certain levels. This is the icon of "take me to the front lines".: And this should be the icon of how to get to it: Interacting with a Capture Point as the asset would be a great way to open up the UI. Conditions of the Garrison Guard: Can normally redeploy and spawn as many tanks as they wish. They can take as many Elites as they want. No Friendly Fire exists within the garrison except the sparing zone. Friendly Fire turns on the moment guards leave the garrison gates into the wild. Conditions of the Guerrilla Faction: Cannot redeploy - at all. Normally, dying will kick them from the server. Metagame Strategic Importance: In the old days of WoW, in order to get into a Battleground (effectively what we're doing here in EC with instanced matches) players had to physically que at the battleground's location in the open world. I understand the convenience factor of being able to match-make whenever players want to, so I would recommend that each Garrison has a single primary objective: The Planetary Array. This is the connection to the Strike Cruiser* above, it allows owners of the Garrison to interface with the front lines, know what's happening, and react appropriately to it. Guerrilla's who successfully damage, and eventually capture it*, isolate the Garrison, and offers the guerrilla's the opportunity to alter where the players within can fight. The Coms Array is central to the map. It is a modular base, that's near suicide for the the guerrillas to attack directly without first strengthening their feeble position. Fully Operational Station: "As intended" UI experience for Garrison Members - Specifically Matchmaking. Destroyed Mass Teleport Homing Beacon: Members within a Garrison can no longer queue as a War Party. Destroyed Encryption Transponder: Garrison Can no longer queue from wherever they wish (Instant queuing), they must travel to the instance area where they can manually queue for a match. They also cannot send their own Guerrillas into adjacent maps. Destroyed NavTac: Guards cannot travel to other garrisons connected to other faction pairings. They may not even be able to see that section of the map (Blackout). Destroyed Crystal Oscillator: Matches connected to this territory will start even if the garrison force is outnumbered - within reason. This will also trigger Tyranids to become more aggressive in the wilds, escalating their aggression by a full level. How to destroy parts of the Array: Each section of the array has 4100 Fortification hp - Need Power Weapons and Melta to inflict harm. Damaging any part of it immediately sends out a distress signal to the guards of the garrison who can simply redeploy and spawn nearby (indefinitely) with Elites if they want to. If the Garrison is full, that could be as many as 20-30 Elites on top of the saboteurs. Did I mention that this is near suicide if a guerrilla does this without strengthening themselves first? How to repair parts of the Array: Either wait an hour for the system to self repair, or the guards must retrieve a powercore from various spawn locations in this vast territory and return it to the damaged array. These places coincide where guerrillas want to be in order to find greater strength in order to fight 30 Elites, so watch out, they'll be nearby. Doing PvE is another way of finding a Powercore, albeit slower and potentially safer than going out into the wild. Guerrillas - A Game of Cat and Mouse and How Not to be Annoying So while I sincerely want persistence and 0 timers I would like Guerrillas and Guards to be active participants in this world rather than sitting around and potentially having dance offs and duels in front of the garrison gate. (There should definitely be a place high in the mountains for cross faction dueling though. Make it an Easter egg). This is 40k after all and not WoW. Guerrillas therefore have 2 hours to get their shit done or be revealed on the map and ruthlessly hunted down as the Array is capable of scanning the entire landscape and relaying their position until death. Likewise, guards have a window of 2 hours to quell both the Guerrilla Faction, and the Tyranid threat. If the guerrillas successfully damage the array in that window, the timer is stopped. If they destroy two or more pieces of the array, the timer is reset. For every guerrilla camp the guard destroys (if they interact with the crate they destroy it), the timer on the clock is halved. Guerrillas also lose all lives/supplies attached to that crate. So guards, get out there and destroy the guerrilla camps! Tactical Escalation Path for the Guerrillas: Phase 1: They each have one life and will spawn into a camp deep in the wilds under two conditions: They were guards to the previous garrison before it fell and survived to escape, or they were deployed from an adjacent territory. They cannot spawn as an Elite. They are offered multiple places to initially spawn, but must only choose one, it becomes their base-camp, they have one resupply in their box, and are not initially shown where the other guerrillas are or where they spawned from. They then travel the wilds of the garrison searching for the following: Extra Basic Spawns and resupply, gained in the following two ways: Looting an ammo crate or Sabotaging a Powercell Location with a tactical class for 10 spawns to everyone within xp range. The cooldown for the self repair is 20 minutes. It can be repaired by an enemy player in one minute. Interacting with an enemy supply box will steal resources and one life. You get a challenge token (congratulations) you can't take off until you put your supplies in the box - by interacting with it. Elite: Gained exclusively by Executions. 1:1 for normal, 1:2 on an Elite, 1:3 for Heros. Notice that guerrillas do not get vehicles phase 1. Phase 2: The guerrillas have a decent cache of lives and supplies. Around 50 for 5 players seems like a good benchmark. Enough to have a sustained battle rather than skulking in the shadows and scraping by. This is the phase that is dangerous for the garrison guard because they could do real harm to the Array. The guerrillas may also at this time, attempt to gather more of their number into the garrison, move deeper into enemy territory to a garrison further away from the front lines, or attempt an offensive against the Array. If the Array is knocked out, the garrison itself becomes vulnerable and the guard's lives become limited to 150 (100 Normal, 50 Elite) shared between the current population, though they can boost their rations in the same way as Guerrillas did in phase 1. Phase 3: Begins with the destruction of the Array. The Guerrilla forces in the garrison would see reinforcements, potentially up to 7, replenishing a force that is predicted to lose at least a few members and adding 2 more. The tyranids would go crazy, banding together and mobbing its way to the front gates of the garrison killing everything in its path. Now the tables slowly turn, the garrison starts losing its ability to restock up on supplies, the Tyranids endlessly assault and hem them in, the Guerrillas herocially storm the garrison and attempt to take control of the single capture point. If they are successful, the garrison is technically lost and all forces become guerrillas, where nowhere is safe and the Tyranids roam free. The defending faction of the garrison gets an attrition modifier on their campaign, each loss counting as 2 for that territory's control. *Strike Cruiser's: Each territory has a cruiser stationed above it. This is tied to a guild and can be seen on the map if your array is fully operational. If a guerrilla faction manages to capture the array of that garrison, they can warp in and assault the guild directly. (Though I would personally prefer an alt version of Garrison v2.0 for guilds. ) I have more notes for this. Please comment your thoughts and suggestions, especially on the metagame. I think I went to broad this time and failed to artiulate some things so I'll come back for specific details on some things later. Thanks for the read.
I love your suggestions, and i would pay the price of the game again to have them in game. The thing is, they would require the dev team to have development numbers and the right expertise such as level designers and artists, that simply aren't in the dev team anymore. They are having a hard time implementing cosmetics, i doubt we'll ever see any major changes to the game.
In light of the steam Workshop, I am resurrecting this thread for obvious reasons. Edit: Connecting the Spiderweb http://forum.eternalcrusade.com/threads/small-map-ideas.63644/#post-1413480 http://forum.eternalcrusade.com/threads/the-goraxian-fjords.3927/#post-169333 http://forum.eternalcrusade.com/thr...rite-concept-art-pieces-of-the-imperium.7105/ http://forum.eternalcrusade.com/threads/map-design-and-architecture.52440/#post-1032791 http://forum.eternalcrusade.com/threads/maps-architecture.53193/page-2#post-1062099 http://testroete.com/index.php?location=spacemarine http://forum.eternalcrusade.com/threads/maps-gamemodes-improvement-feedback.63490/ Ghost Recon
So back on the topic of the Garrison as well as the surrounding area: I'm kinda on a search for "Low Key" elements, or things that players would be encouraged to do outside of combat 24/7 - but otherwise related to the war. Logistics Strategy Diplomacy Economics Just a note for now. Think about it.
One of the most prevalent things the garrison needs is info about the timing mechanics of cap points. As in it should be the first thing they have to read and are not allowed to advance until its been read. In fact people shouldn't be allowed in matches without reading up on how it works. They was so much derpness going on yesterday with players trying to tell others that there was no need to defend the uncapped points it was unreal. In fact at one point we had to hold B at all costs to win and some intelligent fellow decided to say "nah fook that. lets recap C and we win!" They ended up splitting the team even after all of us screaming at them not to and low and behold we won!... Not. It was borderline sabotage but I'll give them the benefit of the doubt that they just had no clue how the time mechanics worked.