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Suggested changes to border patrol mission here

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Jun 11, 2005 momerath42 link
We made a couple quickie changes to the border patrol mission last night. Make your suggestions about this here so we can find them easily.
Jun 11, 2005 CrippledPidgeon link
okay, first of all, the mission bot can't distinguish between UIT and Itani pilots. mr_spuck wanted to join us, and he's UIT in a serco guild, but the mission bot told us that "Itani pilots are not allowed to participate in this mission."
Jun 11, 2005 CrippledPidgeon link
okay, so mr_spuck was disappointed, but he left the group and we could accept the BP mission. Perhaps the mission bot could check the Serco (and likewise Itani for the other side) standings of the UIT players in the group, and if they're say above +900, they can participate.

Going to E-7, MalcomX and I found a bunch of Itani mining. The Serco bots promptly attacked them. So we did too. The Itani were very confused.

The Serco bots appeared as enemies on my radar, but never attacked me. That should definitely be changed. I don't know if this is related or not, but after the BP mission ended, I passed by RelayeR in Deneb and she showed as red on my radar. Couldn't hurt her, but "target nearest enemy" selected her.

The first time we took the mission, Itani bots attacked us. The second time, only a couple appeared and we had to kill Itani players who entered the sector. Not that I minded getting the pks, some sometimes there were stretches of no foes and we were just waiting.

Hmm... what else can I think of... maybe a counter for how many targets we should kill... um... perhaps when a player selects the border patrol mission, it sends a message to all itani in itani space 4/0/0/0/0 and up, telling them to go to Deneb E-7 to stop the incursion. Like basically, if you enter the sector before the Serco player finishes the mission, the Itani gets an automatic mission saying to kill all Serco, and they get exp per kill or something.

But otherwise, that was a LOT of fun! Good work guys!
Jun 12, 2005 Beolach link
> Perhaps the mission bot could check the Serco (and likewise Itani for the
> other side) standings of the UIT players in the group, and if they're say
> above +900, they can participate.

It should check the UIT players standing with both nations: if a UIT player is a member of a group that wants to take the Serco Border Patrol mission, the UIT player should be required to have both good Serco standing, and also bad Itani standing (and vice-versa for Itani Border Patrol Missions).

Related to that, Itani or Serco players should be allowed to take the Border Patrol mission for their nation, even if they have good standing with the enemy nation; but upon destroying any ships during the Border Patrol mission, they should lose standing with the other nation. So if an Itani player has +900 Itani & +700 Serco standing, he can take the Itani Border Patrol mission, but as soon as he kills a Serco ship he will lose a fairly large amount of Serco standing.

> The Serco bots appeared as enemies on my radar

I think that's probably because the mission takes place in Itani space, and part of the IFF calculation is the ships standing for the faction that monitors the space it is in, so if a ship has bad Itani standing, it will appear red on the radar for everyone while in Itani space. My suggested solution for this would be to take the observing ship's standing into consideration as well, so if both Ship A & Ship B have bad Itani standing, then they will appear green to each other (unless some other IFF calculation says they should be red).

My suggestions for the border patrol mission: Make it actually a patrol, with more than one sector. And one sector on the patrol should be the Deneb->Geira Rutilus WH sector. So, you would get orders to patrol say Deneb E-7, D-8, C-9, C-10, B-11, B-12, and back, spending at least 10 seconds in each sector before moving to the next sector if no enemy ships are present. For each sector "cleared" (either by destroying all enemy ships, or be staying 10+ seconds w/ no enemy ships), the players on the Border Patrol mission should recieve a small amount of XP (maybe +25/+25/+25), along with the XP rewards for killing enemy ships. If players on both sides are taking the mission, they will eventually encounter each other along the patrol route; and in each of the sectors there would be a 1/3 chance of enemy AI controlled ships being spawned (the number spawned should be based on the number of players taking the mission).

Also, can we please get the *SMV Nemesis involved? It patrols to the Geira Rutilus side of the WH, but never comes into Deneb. I'd love it if on say every 3rd (5th?) trip the *SMV Nemesis warped into Deneb, either only into the WH sector (if the WH sector gets added to the Border Patrol route like I mentioned above), or else also jumping to Deneb E-7 (if the BP mission stays in only in the one sector), or maybe even goes through the entire Border Patrol route. It would stay in each sector at least 30 seconds (longer?) if there are no Itani ships, so that players would have enough time to find it. If there are any Itani ships, it will attack them until all the Itani ships are destroyed, or the *SMV Nemesis falls to 25% or lower hull, at which time it attempts to flee back to Serco space. If the Itani players on the Border Patrol mission destroy it before it escapes back to Serco space, they will recieve a large combat XP bonus.

[edit]
Two last words: Goliath Cannon
[/edit]
Jun 12, 2005 Nya13 link
- "the mission should continue"
- "NPC in centurion should spawn in Dened sectors" no need the BP mission to make them spawned.
but we have to take the BP mission to gain XP rewards (like the advanced combat mission do).

= So Deneb is a place where NPC in centurion (serco and itani) spawn instead of the used Hive bots.

So we could take the BP mission and fly around until we meet a NPC in centurion or players to destroy.

So BP mission will be a good way to start PvP and PvE (war btw Serco and Itani). It will give an interest to do the BP missions.

- Maybe the BP mission could be available at border greysapce too but NPC in centurion spawn only in Deneb (first priority border itani/serco).

_________
Xp rewards is correct not much than the advanced combat mission (war vs hive bots)
__________
This little fix/change and you will have the main base PvP and PvE wanted for VO.
Jun 12, 2005 Nya13 link
i didn't read the posts above about "standing problem to do the BP mission" but i am agree that players with a good itani standing could not do the Serco BP mission. (while players with a good serco standing could not do the Itani BP mission)...

that will force players who want join battle to take a side instead of the actual "ridiculous" no side in game.
Jun 12, 2005 roguelazer link
This is the third time I've suggested this, so let's see if I can get it all straight...

What we have now for border patrol missions is fun, but rather boring over time. What I instead suggest is replacing it with a totally redone Border Patrol mission for both sides, and a Border Incursion mission for both sides.

Border Patrol Mission

I'm going to describe this from the Itani point of view, but the Serco version would be the same, just in a different system. The first thing that happens is the person or group would take the "Border Patrol mission". They would then be sent to a random sector in Deneb. There would be, say, a 20% chance that a Serco bot is spawned there. If a bot is spawned, the Itanis would be told to attack and destroy it. There would also be a VERY small chance that a lot of bots would be spawned (say, 4 * the number of people in the group). Anyhow, once the bot(s) were destroyed, the group would be sent to the next sector. They would continue until they'd patroled for 20 minutes, at which time they would get lots of xp and the option to either continue the mission or end it.

Border Incursion Mission

This mission would also be available to both Itanis and Sercos. In the case of an Itani taking the mission, they would be sent to Geira Rutilus and told to scan the system. They would be sent to sectors that were either random (if no Sercos were on BP missions) or on the Serco BP route if there were Sercos thus engaged. If the Itani managed to scan their assigned sectors (IE: stay in them for 30 seconds or so), then return back to Deneb, they get lots of xp. Otherwise, they die. :P
Jun 12, 2005 Arolte link
This might sort of not be specific to BP missions, but I thought I'd offer a suggestion anyway. After reading CP's report on how player standings often get confused (friend or foe), I have to say I'm not too crazy with the whole radar coloration thing. May I suggest doing away with the whole friendly fire off thing altogether and think of another way to distinguish between friend and foe?

Once again I'm not too crazy about magical powers and limitations in games. Not being able to shoot at people of your own nation is sort of silly. How can it be explained? And why is it that when your standing drops dramatically you can all of a sudden magically shoot at them and be shot at? It doesn't make sense how your magical shields just drop like that.

And I understand the reasoning behind the whole radar coloration system. Ideally it would be nice to have a way to accurately represent who is friend and foe. But it looks like a lot of complications arise from it too. There are way too many unpredictable situations to make it a black and white decision as to whether someone is a friend or an enemy.

So may I suggest simply making everyone targetable AND shootable, but have sort of like a visual indicator in the target menu of the HUD to sort of suggest their reputation? That would be REALLY cool. There'd also be less time spent on programming exceptions on alliances within the missions. All the data you get regarding their reputation would be straight out of their "char info", but in visual form. Leave it to the player's discretion and let them deal with the consequences.

There's really no need to babysit players with magical limitations, with the exception of newbies in tutorial missions of course. But paying attention to the mission objectives and communicating with other players should be an important part of the game. And even if you're more of a discreet or passive player, a little common sense can go a long way. With all the hostile bots around everyone has already been pretty much trained to be on their guard most of the time.
Jun 12, 2005 Beolach link
@Arolte: I could discuss/argue a lot of that, but I do think it's somewhat off-topic for this thread, and there have been a few other threads on it. Ray describes how the IFF currently works here: http://www.vendetta-online.com/x/msgboard/2/9695 & here: http://www.vendetta-online.com/x/msgboard/3/10538 is a thread about adding targetting controls, including specifying if a ship is a friend or a foe (which IMO is the only real thing that needs to be changed). Many many other threads on this as well...

Let's have some more discussion on my final two words in my earlier post. To start with, here's the quote from the backstory about the Goliath Cannon:

Over the next few days, weeks, months, and years, the area around Aeron's Icefield was heavily fortified. Large asteroids were brought through the wormhole to act as bases for defensive batteries. A hundred years later, the three Goliath Cannon (Alecto, Megaera and Tisiphone) were constructed and lent their considerable presence to the defense of the region. The Itani never reclaimed the two lost systems, which were eventually colonized and fortified by the Serco. These borders remain to this day.

. . .

After nearly a hundred years of complete silence on the Serco-Itani border, the Serco begin what was apparently a small offensive. Forty capital ships jump into the Itani buffer sector. The three ladies, the Goliath Cannon, roar to life for their first combat use since their construction. Spitting their particular form of death, a fifty meter long condensed cloud of excited antimatter particles surrounding a phased singularity, the passage of their "shells" visibly ripples any light (as well as, arguably, space and time). Massive swathes are cut in the enemy fleet with every shot. Within approximately two minutes, the Serco have been reduced to five ships. Another twenty ships jump in, only to immediately jump back out again, once the state of their comrades becomes apparent. At a total of seven minutes, thirty one seconds from start to finish, the incident is recorded as the Seven Minute Battle.


So, where do we think the Goliath Cannon are located? All in one sector? Each in their own sector? Are any in the WH sectors, either the Deneb->Geira Rutilus WH, or the Deneb->Eo WH? Where ever they are, they should be in sectors in the Border Patrol mission route.
Jun 12, 2005 Beolach link
A simple suggestion: make it stop spammin "Proceed to Deneb System, Sector E-7" every time I jump to a new sector. Once is enough, I'm going already!
Jun 12, 2005 CrippledPidgeon link
How about the mission tells the player/group about how many kills they would like ("We'd like to see you kill at least 12 Itani"), and that's just to get the base bonus, but the more Itani you kill after that point, you get experience for it. And on multiples of that number (if the initial is 12, then 24, 36, 48, etc), you get another (maybe slightly larger) bonus. Like a super-advanced combat mission.
Jun 13, 2005 yodaofborg link
After a short spell on the BP missions one of my main complaints again is how easy it is for an Itani pilot (possibly same for Serco, well, at least we cant jump straight to a station when we run) to run away, or /explode (removing /explode would be a good thing, as I really cant see anyway round it) when they are starting to take fire.

Example : Me and a Serco were /grouped to take a BP mission, when we entered Deneb E7 a solo Itani was already undertaking the mission, we killed him, he returned a little later with 2 Itani friends, upon entering the sector no bots would spawn for my group of 2, as there were already 3 Itani pilots present, so I attempeted to kill one (in the mean time my group partner got killed by the 3), he ran away, apparently his mission had ended and he needed to restart it, fair enough, I attacked another, he /explooded once his energy started to drop, both my partner, and the *running* itani returned at this point, meaning again no bots were spawned, I attacked him again, he ran away, again, making the mission impossible. I understand that this would be the reaction of many newer players once an experienced PvP person enters the clash, but its also frustrating.

One suggestion is remove /explode, we really dont need it anymore, that at least solves one of the above problems.

[Edit]

Possibly adding a patrol would also solve this, quote : "So, you would get orders to patrol say Deneb E-7, D-8, C-9, C-10, B-11, B-12, and back, spending at least 10 seconds in each sector before moving to the next sector if no enemy ships are present."
Jun 13, 2005 Person link
Three things.

1) Frst and foremost, I can't take border patrol missions. I'm a -1000 KOS Itani. I have +999 Serco standing, and they won't let me
a) bring ctc cargo to Catequil even though I regularly protect the Serco and attack the Itani transports. But no, the Serco refuse the cargo and tell me to bring it their and my mutual enemies.
and b), I can't take the border patrol
Yeah, both those were one thing, sooo...

2) I still think we could either put a capturable system, or two capturable stations either in between Giera and Deneb, or on both sides of the Giera-Deneb wormhole respectively. Correct me, but this seems like a natural, fun, and semi-easy place to impliment it.

3) This is kinda off topic, but TARGETING. If friendly fire really works as someone once described it to me, (the reverse of StarTrek: all Itanis use the same weapon and shield frequencies or something like that), then you should be able to set who's frequency you want to use when you feel like it. What I'm saying is we should be able to turn on or off
a) red or green color
b) friendly fire, (ie whether YOU can hit someone, not whether they can hit you.)
for
a) specific nations, (players KOS with their nation wouldn't count)
b) guilds
c) individual players
d) groups

Devs, how easy would these be to impliment? Because it would make my, and most likely countless others' lives much easier

[EDIT] Thanks for allowing me to do bp, but the ctc thing I think still needs changing.
Jun 13, 2005 Phaserlight link
Could one potential solution be to create some sort of incentive in the mission not to leave the sector? I.E. the invading group is told not to leave the target sector until a timer runs out, but they are given bonus xp for every kill they make. If someone leaves the sector, the timer stops and xp for kills is not awarded until the entire group is in the target sector once again. If the entire group leaves the sector, the mission fails. If the timer reaches 0:00, the mission is a success.

The other group is told to repel as many of the invaders as possible. XP is awarded to the entire group if the invader's mission fails, so it doesn't matter if they PK everyone or simply force them out of the sector. Of course bonus xp is given for kills.

That way the mission success isn't based so much on who has the most PK's but who has control of the sector. This would also make it easier to keep "score" in the border war, since the objectives of these two missions are mutually exclusive.
Jun 13, 2005 yodaofborg link
I kinda like the *if you go and Serco/Itani are there, you have to stay* idea, but could be bad if a member of your group is running windows, or has isp issues during a fight.

I kind of like how it is now, but there are a few things that need addressing. Anyone on the group should be able to count a kill even if the person taking the mission is present or not, opens more power leveling groups? Not if you make it so that you have to at least shoot a bot/player to gain xp, 1 shot isnt too much to ask a round.
Jun 13, 2005 Beolach link
For the requiring group members to be in the sector, I don't think it should require the player who took the mission to be in the sector, but if they aren't in the sector I don't think they should get the XP. What I'd like, is when the group reaches their kill number target, each member of the group who had been in the sector at some point in time during the mission gets the XP, but anyone who never entered the sector doesn't get any reward. That's still exploitable, but would be better than the way it is now.

As for requiring players not to leave, I think there's too many problems with that ("Shoot! I ran out of ammo... Go, group, go!", dying takes you out of the sector, etc.) But, I could see some additional incentives being given for staying in the sector: if you are in the sector through the whole mission (from 0 kills to the target # of kills), then you get an XP bonus.
Jun 14, 2005 yodaofborg link
Remove the XP hit for people on that mission, a 0/0/0/0/0 pilot who was grouped (afaik) with a higher leveled player jumped into deneb e7, I got a xp hit for killing him. OK, its not a lot of xp, but could add up, and while they are there the mission wont spawn bots, so eventually you have to kill them.
Jun 15, 2005 Drago Ferraris link
A Serco capship being spawned in an empty sector like A-7 would be nice whenever someone takes the BP mission. That way I don't need to jump to go repair, or at least spawn one when a group accepts the mission.

With capturable stations on the horizon, it would be nice if you could let the battlefront slide from left to right or right to left over a straight line from WH to WH. The nation that did best in BP missions advances towards the other nations WH. Maybe some stats could be kept like ctc. Just a wild idea this.

This is more of a bug i think, tonight when I jumped in there was a storm in E-7, and no bots spawned, so I had to wait and wait and wait... till some Itani pilots would show up (even tried to trick them into comming :p). Then, when one finaly jumped in, I was very pleased, only to discover that he could jump out of the sector about 6000m away from my storm exit. Not nice :)
Jun 19, 2005 Beolach link
With the new patch the BP is working again really well. But, IMO it still gives a bit too much XP (and a bit too many credits), but I really like that it gives a nice reward. Also, I'd really, really like to see it continue after getting the 3 kills per group member.

So, I'd like to suggest something that combines both of these: why not make it similar to the Beginner combat mission, so that the longer you go on it, the larger the rewards when you reach each goal point on the mission (3 kills per group member)?
Jun 19, 2005 Celkan link
Drago: read the backstory and you'll see why having a cruiser (at least a serco one) in A-7 wouldn't work. It would be dead within minutes because of Itani defenses. This goes for Serco stations in Deneb as well.

As soon as the Goliath Cannon are added (which will hopefully be sooner rather than later), reenactments of the Seven Minute Battle will not only be possible, but they will be commonplace. Ships the size of the Trident and larger will be shot at by these Cannon as soon as they enter the system.

Excerpted from the backstory:

"AD4063
<snip>
Over the next few days, weeks, months, and years, the area around Aeron's Icefield was heavily fortified. Large asteroids were brought through the wormhole to act as bases for defensive batteries. A hundred years later, the three Goliath Cannon (Alecto, Megaera and Tisiphone) were constructed and lent their considerable presence to the defense of the region. The Itani never reclaimed the two lost systems, which were eventually colonized and fortified by the Serco. These borders remain to this day.

AD4172

After nearly a hundred years of complete silence on the Serco-Itani border, the Serco begin what was apparently a small offensive. Forty capital ships jump into the Itani buffer sector. The three ladies, the Goliath Cannon, roar to life for their first combat use since their construction. Spitting their particular form of death, a fifty meter long condensed cloud of excited antimatter particles surrounding a phased singularity, the passage of their "shells" visibly ripples any light (as well as, arguably, space and time). Massive swathes are cut in the enemy fleet with every shot. Within approximately two minutes, the Serco have been reduced to five ships. Another twenty ships jump in, only to immediately jump back out again, once the state of their comrades becomes apparent. At a total of seven minutes, thirty one seconds from start to finish, the incident is recorded as the Seven Minute Battle."