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Ecshon Autorez
Villore Sec Ops Gallente Federation
114
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Posted - 2013.11.03 04:07:00 -
[1] - Quote
I hope I'm correct in assuming that the NPC pirates in EVE will occasionally take hostages or something and an agent will ask you to go save them.
This is what I propose:
[insert pirate faction here] has taken hostages in [location]. Mercs get hired to go in, rescue the hostages, and get them to an extraction point for evac.
- Hostage interaction
When you approach a hostage you will get a little contextual command down at the bottom (like for hacking) telling you what you can do.
-You can hold O which will make you character put their gun away and hold the hostage, allowing you full control of their movement and keeping them crouched. You can then force them around in order to get them to the evac and since you've pushed their head down to keep them crouched they'll be less chance of them being hit. Sort of like what happens in this. (3:17s in)
To cancel and let the hostage go simply press O again.
-You can press O to tell them to stay down. Then they'll get to something that they can use as cover and keep it in-between them and the pirates. (They'll do this automatically unless someone interacts with them)
-If there is no combat going on in the area (or pirates) and you've already made contact with the hostages then they'll move towards the evac, but their progress will be slow.
- ISK reward
-ISK earned will be evenly distributed between all teamates. ISK earned is determined by how many of the hostages make it to the evac, the less get rescued, the less ISK your team gets paid.
- Special factors: these are special little things that can happen during the operation
-Security center hack: If someone on your team gets to a security center and hacks it then the sensors for the building/area/compound will feed into your HUD. What this means is that the buildings security will start helping you out. (some maps will have multiple security centers)
Like perma scanning all enemies in the area the security center controlled. Or giving your team access to new areas via doors that will only open when you approach/interact with them that would be completely locked otherwise. Or autoturrets in the ceiling popping out and protecting certain hallways and areas.
(maybe one day we'll get dynamic feedback: soldier about to die by firing line of pirates at the end of a hallway and has no friendlies nearby | area goes into lockdown and doors slam close in between the merc and the pirates, preventing them from finishing him off)
-Booby trapped buildings: I take it that pirates have no problem booby trapping stuff? Good.
Certain buildings in the area will be randomly booby trapped so that when they get entered they'll collapse, killing the people inside.
-(maybe) Hero Factor:
Urban Dictionary wrote:A factor that must never be forgotten during a public robbery. This is when a bystander, clerk, or other person tries to be a hero by pulling a knife, gun, or any other way of attacking the robber. The robber must never underestimate the hero factor, which could be deadly. Say you've engaged the pirates and they're pinned in a room with the hostages, one of the hostages might jump up and start grappling with a pirate over their weapon. If the hostage wins he'll kill the pirate and attack the others. (*NOTE: Hero Factors won't actively search for pirates to fight, but they will fight back. What this means is that if you kill all the pirates near a Hero Factor he will move towards the evac, not towards pirates looking to try and kill them.)
Each time one Hero Factor is successful it boosts the probability of other nearby hostages attempting it (but unsuccessful attempts lower it). If multiple hostages attempt Hero Factor at the same time they will target the same pirate, increasing chances of success.
If a successful Hero Factor sees another hostage grappling with a pirate they will shoot the pirate in the back, killing the pirate and making that Hero Factor attempt successful.
What this means is that there's the potential to engage the pirates, and then have ALL the hostages attempt Hero Factor and kill ALL the pirates.
NOW onto the reason I say maybe: If you and the pirates are actively fighting then they won't notice the Hero Factor happening, but if you disengage and they stop fighting they'll notice it and kill the hostage. It'd be pretty annoying if you kept on having hostages die because you shoot one bullet into the room and 3 Hero Factors get up, only to be killed instantly when you disengage.
If a Hero Factor is unsuccessful then the pirate will hit the hostage and push them back down. If two hostages attempt Hero Factor and are unsuccessful the pirate will shoot them. If there has already been a Hero Factor then the pirates will kill any who attempt it.
The longer an engagement around the hostages lasts (when they aren't in the pirates line of sight) the more the chances of Hero Factor increase.
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Ecshon Autorez
Villore Sec Ops Gallente Federation
114
|
Posted - 2013.11.03 04:07:00 -
[2] - Quote
Pirate behavior
-If they see a hostage fleeing and they're farther than a specific distance then the pirate will simply shoot the hostage and kill them.
-If they happen across a hostage fleeing while close by then they'll grab the hostage and force them back to the hostage area (or a secondary location if your team is in the primary hostage location)
-If they see a hostage fleeing that's too far to grab but still close enough to not shoot then they'll shout (maybe fire a warning shot) and order the hostage to get down on the ground. The pirate will then approach and capture the hostage.
-If a pirate holding a hostage is outnumbered by your team but you're all one one side then the pirate will use the hostage as a human shield, otherwise the pirate will fire at you using their sidearm (if they have one) with reduced accuracy and increased reload time.
-If a pirate (holding a hostage or not) is surrounded on all sides by your team the pirate will release the hostage (who will flee to safety) and get on the ground (or have a last stand moment). If the pirate surrenders you can approach and grab the pirate by holding O to initiate. Then you can take the pirate to the evac for bonus ISK for the capture of a live pirate.
-If you can sneak up behind a pirate and melee them in the back without them knowing you're there it will stun them, allowing you to grab them and capture them. |
Ecshon Autorez
Villore Sec Ops Gallente Federation
114
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Posted - 2013.11.03 04:08:00 -
[3] - Quote
reserved |
Ulysses Knapse
duna corp
557
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Posted - 2013.11.03 08:42:00 -
[4] - Quote
Mission Agents in MY Dust 514?!
...
Sure, why not?
Humanity is the personification of change.
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Terry Webber
Turalyon 514 Turalyon Alliance
398
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Posted - 2014.01.26 20:04:00 -
[5] - Quote
I like this PVE idea, Ecshon, but it would require a lot of work to implement. |
Maken Tosch
Edimmu Warfighters Gallente Federation
6587
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Posted - 2014.01.26 20:06:00 -
[6] - Quote
I prefer the following...
"Sorry, we don't negotiate with terrorists. We'll just cut this conversation short and start bombarding your ass with a Dreadnaught. Have a nice day."
Dedicated Scout // Ninja Knifer
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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Ecshon Autorez
Villore Sec Ops Gallente Federation
201
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Posted - 2014.01.26 20:12:00 -
[7] - Quote
Terry Webber wrote:I like this PVE idea, Ecshon, but it would require a lot of work to implement. You didn't think I meant this as a request for it to be made right away did you? This would be waaaaaaay down the line, maybe a year or two after full racial parity, all vehicles, balance issues, most bugs, other PVE modes, and more have all been sorted out.
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