Crossing and Haven Invasion Idea Request! 11/15/2016 10:49 PM CST
Howdy folks. Its been a few years, and I never returned to continue developing the Crossing/Haven auto-invaders.


What would players like to see added to the system?

What ideas do you have for new invading monster types?


Thanks!



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Crossing and Haven Invasion Idea Request! 11/15/2016 11:14 PM CST

I would like to be able to help the invading forces. I'd love to be able to use my familiar to deliver murder dolls/bombs to people

Ramifications for my character, or not whatever.

Also I personally would prefer more death. Unrelated but brain storming. Maybe some sort of a creature that was like a roaming blockade of player corpses, forcing players to deal with it or be unable to pass and in order to defeat it you'd need to cut them free.

In haven I don't know anyone who doesn't like the Zaulfung swamp perhaps a slime creature... some sort of evil brewing up from the bowels of the swamp that the stones are not longer keeping sealed?

In Crossing.... Would be neat to see tiers of water sprites and fire sprites, how they interact what a mid tier looks like from their forces... or some form of matriarch in their hierarchy.

Glad you're taking a crack at it Kodius, hope my 5 minute ranty post helps give food for thought.

Thanks.
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Re: Crossing and Haven Invasion Idea Request! 11/15/2016 11:20 PM CST
Would it be possible to have certain task givers assign special "defend the city" tasks during an invasion? These could be along the lines of "kill X invaders", or "deliver these supplies". Basically taking a page from how a lot of the recent quests have been set up.

I'd love to see the boss monster system further developed, especially as a way of delivering rare skin and bones.
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Re: Crossing and Haven Invasion Idea Request! 11/15/2016 11:20 PM CST


P.S. Kinda miss the Ferdahl Assassins that used to come up from Shard and randomly shine people on.... always thought that was awesome and intimidating. 5 NPCS just appearing from no where in the cleric guild empath guild whereever and laying into people.


ok now im done
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Re: Crossing and Haven Invasion Idea Request! 11/15/2016 11:30 PM CST
I'd start with I'd like tasks able to be performed for the Warden's to help with the Invasion.

I'd like Invasions to have more consequences and detail.

Further just in general I'd like the invasion forces to be more varied, a bit of them they go from trivial opponents to what when did these things start PACKING that much punch, and there is nothing I can try and isolate and repeal at my ability?

It would be neat if some of the invasion forces had marching orders, that brought them through critters domains and perhaps they garnered support staff from being there or also decided that those things needed to die because they were going to attempt to take over there too. That way they'd start somewhere, and march up to Crossing or Haven and hit there.

This is in general I'd really like certain monsters to have some type of qualifier for them being big. I mean a giant should be something you worry about no matter what. If it dies and falls on you, if it steps on you, doesn't matter that you are in tyrium plate of anti-dooming +5, it's a giant and it just put all it's weight on you.

Same kind of idea but I think there should be something beyond being just a giant, that is even more nastier that you might just accidentally come into contact with. Whoops the sea leviathan just rubbed some scales against me, that severed my whole arm off. That sucks my bad.

Just things that are like awe-wow. They are big and nasty and it doesn't matter ranks, skills, circles, you screw up, just the emmenseness is a factor and your hurt.

That's it for now for my tired brain.

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
"Phelim, what have I wrought?"
GM NaOHHI
---
Victory Over Lyras, on the 397th year and 156 S.V.o.L.t.R
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Re: Crossing and Haven Invasion Idea Request! 11/15/2016 11:42 PM CST
I'd like to see invaders push into the city if the gates aren't held or if the defenders' kill rate doesn't hit a certain threshold and see invasions spill out into adjoining areas more. If their attacks weren't just limited to the paths leading up to city gates that would be great.

More varied units would also be nice - spellcasters that would primarily ward and augment their troops, other spellcasters that would wield debuff and tm against defenders. Some kind of units who would use creature equivalent tactical debuffs against us.

For invasions that rage on ignored by defenders (like the Dirge invasion that the socialite fought off) some kind of area effect would be cool. If we don't fight off the goblins, they bring in shamans to craft some ritual spell/effect that causes increased RT/slow effects/or some other status effect in rooms where invaders have held them for X amount of time without molestation.

Maybe if the invasion isn't fought off the invaders are able to build an altar to their unclean goblin demi-gods and call forth some eldritch multi-armed leviathan. Or if the gates aren't held they steal from the bank and temporarily influence the % fees for currency exchange rates for a day(s). Or they attack the main temple, desecrate the altars and it damages all the clerics' devotion. (just kidding on that last one)



Vote:
http://www.topmudsites.com/vote-DragonRealms.html
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 07:08 AM CST
It would be pretty cool to see the same mechanics used in the newest Taisdon safari, where there would be treasure bandits or whatever that invaded the town and flexed to the players engaging it. It also dropped some pretty good loot. I'm not saying these should be common, perhaps not too rare either but maybe bi-weekly.

I think I'm fond of this idea because of the treasure goblins from Diablo 3...
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 11:55 AM CST
Some of the things I'd like to see include:

- Tie-ins to world events so that other GMs can easily swap in creatures that are relevant to on-going events. This gives people who miss most of the GM-run invasions a chance to still participate in things at some level, and makes the invasions a bit more story-centered. The setting becomes more cohesive.

- Some (corporeal) undead creature possibilities.

- Better handling of creature numbers, both in terms of how many there are at a time and which one is considered the first/second/etc. I know you recently said that having creatures numbered first in/first out like most hunting areas was a technical challenge, but maybe someone else on staff knows how that works and can help out? Maybe the invasion zone can be temporarily turned into sort of a hunting ground that spawns like 6 creatures per character or something at first, and adjusts the numbers as the event unfolds and/or based on how fast they're being killed? I don't know if that would even be desirable, but having dozens (plural) of creatures in each of several adjacent rooms produces monstrous amounts of screen scroll that just isn't much fun, and I hope something can be done to alleviate it.

- Better scaling of creature difficulty. Right now we end up with enormous numbers of the easiest creatures all the way through from start to finish, and part way through a handful of moderately difficult ones also show up, with maybe two or three actual high-level ones at the end. It seems like most of the time there are several higher-level participants just waiting for those tougher opponents to show up, and then there aren't enough of them to make it interesting for those players. Maybe the easier ones could stop spawning part way through and be replaced by the middle tier, then that can happen again toward the end for the toughest ones. Or maybe separate them by geography instead of time; they form some sort of blockade that can be bypassed by some skill check (not necessarily stealth, but that should certainly be an option) whose difficulty depends on how tough the creatures on the other side are. Creatures don't wander across the "line", but players can if they succeed. Or maybe it's the town's defenses that form the lines and there is no skill check to get through; you just have to GO <something>.

- Maybe incorporate some of the wartime mechanics (barricades, actual units of enemies, etc.) from time to time.

That's about all I've got for now. I'm glad you're looking to develop this system further, as it has great potential.

Thanks,
-Life Weaver Karthor
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 11:59 AM CST


A reason to participate?
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 12:16 PM CST
flexing creatures (like in the corn maze) would be amazing.




"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 05:04 PM CST
My number one request for invasions would be something that takes advantage of the Tactics skill. I have always desperately wanted to make a difference with this skill.

Tactics Ideas

- Have Tactics determine skill in the coordination of fixed weapons that are placed on the city walls, e.g., trebuchets, ballistae, boiling oil. Maybe something like weapon skill (and Expertise) affects using the weapon against a single foe, but Tactics affects using it to hit key points in the enemy's forces, which drives them back further.

- Allow for the coordination of minor troops. For example, maybe you could sign up with any province you're a citizen of in order to gain a minor military title, and you could direct a small amount of troops to attack in certain areas (e.g. "attack at the East Gate", or "protect the gem shop"). Tactics would determine the level of your title, how many troops you'd have access to, and their level of ability.

- Release Tactics-based abilities that help in group combat. For example:

--- Command retreat. Everyone in your group is automatically brought to missile range with a buffer window before creatures can advance again.
--- Command advance. Gives a bonus to group members' ability to advance, letting them get to melee quicker.
--- Call To Arms. Allows nearby PCs to do a hunt-like teleport to the group leader.
--- Rally. Temporary offense or defense buff, strong but short duration.
--- Formation. Different formations might aid in taking down different kinds of grouped enemy troops (e.g. "a mass of goblins").


Other Ideas

The other main thing I'd like to see from invasions is a real effect on the game, so that we as PCs have a real incentive to stop it. This could be something like the creatures advancing into the town and affecting town services until they're dispersed. Maybe shops close down because of the threat. Maybe certain gods become disgruntled that their altar or town is disturbed. Maybe the enemies release poison gasses or other dangerous weapons.

A reputation system would also have potential. Build reputation by killing invaders and driving them out quickly. Be rewarded with titles, shop access, and acknowledgment by local NPCs and GMNPCs.

Regarding lower circle participants, one thing I learned from the Dergati event was that the single best way to get lowbies out there is to have a section of town with creatures just for them. In those invasions, lower skill enemies always showed up at the West gate. This allowed me to get people out there and get their confidence up. It would also help if there were some mechanics in place that would allow people to dart in and drag bodies without as much fear of being locked into combat with the first big critter that advances on them. There should still be some danger but maybe not as much.

Regarding non-combatants, it's always ideal if there's something to do besides triage. Maybe repair the walls/gates, resupply soldiers, deliver messages. As others mentioned, a task system would be amazing. Also, something I learned from the Lyras event -- a giant cambrinth orb to fill gives most people something to do. In that case we had to keep it charged or Temple defenses would fall.

Whatever you decide, looking forward to it!


- Navesi
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Re: Crossing and Haven Invasion Idea Request! 11/16/2016 05:40 PM CST
Revisiting this with a bit more sleep and some more thought.

Different type of invasions, sometimes it should just be a straight mob attack, to seem like just waves of monsters crashing against the city (this is how I see the current invasions set up).

Then more diversified ones, the stealth attack,

The concept of what I'd see the Warden saying: "One of my scouts came back wounded with this map, I have been unable to garner any more details then this location being where they were last seen. I don't have force size, strength, or where they are planning to attack, or any other strategies. If you are willing take the map and find them before they can do whatever nefarious scheme they want against us."

Basically it is somewhat like a Treasure Map, you find the location and it's the command hut, command wagon, command elephant (are there elephants in DR?) where the enemy general and his staff are.

Without finding and then destroying it the city will continually have stealth stalkers laying siege to the area, possibly additionally barrages from hidden siege engines and what not.

Additional things might be to have tasks to find some of these enemy stealth squads and take them down, or the siege weapons.

The siege attack:

Instead of the enemy setting to ram into the gate, they set up a blockade one by one at each of the city gates, until the city is surrounded. Then they start building siege engines. To break the siege the main supplying area needs to be broken and then the siege units that have already been set up, if the supply area isn't destroyed it'll keep getting built up.

Other concepts:

Have those Monstrous and Leviathan sized creatures attack, just one leviathan should basically occupy multiple rooms. It can attack and attack things from all those rooms. It somehow would have to be chained together, integrated together to move together from these multiple rooms.

Other ideas:

Task in general.

Kill or Capture Order:
Your given an order a physical order and this allows you to have a special type of combat combos that allow you to not just get a special bonus but to actually capture the person. Then just like one of the rescue missions in the adventurers/quests of more recent times you have to escort this prisoner back to base. Then the city can sue for peace, or use the captured in other manners depending on stuff.

Supply and other miscellaneous tasks:
Hand out or haul around supplies of arrows (they don't actually have to be arrows just some type of supply bag, marked arrows, that doesn't allow you to open it), and these would go to the archers on the walls, or perhaps there is stone gathering for the siege engines, where you move cart more akin to a Trader's caravan to the siege engines to supply them. Repair and or defend wall. Some section of the town is suspect (it can't actually be used to go in or out of it by the character's BUT it has become a spawning ground for the enemies) and the enemies are coming through, unless the area can be properly repaired.

I'd LOVE for Horses to have more love and be part of Invasions in special and unique ways, hopefully I'll come up with some ideas. Perhaps someone will come up with some of their own ideas.

Other things:
I'd really love if somehow the Wardens took stock of local hunting grounds, and occasionally would have, oh there is a growing threat here (because it is under hunted).

And a unit starts growing larger and larger (or maybe several) and then they start to march to whichever city is nearby. And the area also has the commanders staying rallying and pushing more troops together and sending them to the city, because they want the land to inhabit!

---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
"Phelim, what have I wrought?"
GM NaOHHI
---
Victory Over Lyras, on the 397th year and 156 S.V.o.L.t.R
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Re: Crossing and Haven Invasion Idea Request! 11/26/2016 01:47 AM CST


Haven ideas:

With a large presence of undead, put together some undead stuff with a few big bad guys or critters. I like the idea of having to take out a percentage to keep them from spilling into the town.

also throw a few cool DEFENDER of Riverhaven badges or arm guards or something fluff like could be like an easter egg prize with a low percentage chance of looting.

Love the Pirates and the flavor the bring to town. USE THEM for sea based hits. if you want to ramp them into the city by a percentage if they are not repealed type thing again, have the the pirates land by the river gate on the outside of town.

Low level stuff, Goblins, a few zombie goblin types and maybe mix some ogres with it if there is enough low level characters around town it, it is always great to watch them make a stand and be able to make a difference.

counters behind the scenes on successful repel vs fail rate. once the counter goes by a certain threshold have some kind of negative impact. close a store or shop for a day or two for repairs ect. or just use it for a guide for events and how the city is holding up. maybe let it shape events to some degree even as far as what groups are getting stronger and what is staying beat back.
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Re: Crossing and Haven Invasion Idea Request! 11/26/2016 12:45 PM CST
I miss the Maelshyve invasions
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Re: Crossing and Haven Invasion Idea Request! 11/27/2016 01:32 AM CST

I think it would be neat if the Crazed Madmen help up in the mansion by the hunting reserve could break out and invade, and they'd be wicked strong from years of maddening training amongst themelves. We'd then need some engineers to go nail shut the doors on the mansion again.

I think the occasional lost Bone Wyvern coming into town might be cool.

How often does the city flood? I think the city should have a flood, and we get filled with crocodile and other sea critters, not necessarily Drogor sent.

How about an earthquake that creates a crack in the sewers, and the ruffians and thugs invade Crossing?

An enraged ranger sending animals to invade city?

Uh, uh.. ZOMBIE HORDE. In correspondence to some constellation or something.

...Pirates?

Someone picks the wrong box, but instead of 3 Vykathi reapers, 50 come out, or something like that.




"I, for one, think it's nice to have new folks who are excited and already care enough about the game to offer suggestions. We need more of that." -Solomon

Thanks for being in my corner Solomon, come back soon.
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Re: Crossing and Haven Invasion Idea Request! 11/29/2016 05:39 AM CST
I really hate invasions. The scroll and targeting is a headache, so there has to be something really special to get me to to come by. As it is, the auto invasions are just not compelling. If your character has no interest in being a stalwart defender of the innocent, there's really no incentive to drop everything and come running to kill yet more rock guardians. More opportunities for noncombatants and lowbies would go a long way. Seeing characters and locations effected by the invasions would also help to make them feel more like real events and less like randomly generated monsters in a video game.

One of my most enjoyable invasion experiences was getting to fight* WITH the brine sharks and cloud eels during the original Hollow Eve 414 event. I wish there were more opportunities to side with the invaders. I would love to see a reputation system like Navesi suggested with either the defenders or attackers. The previous tasks listed in this topic sound like great ideas for defender prestige. Likewise, you could go on espionage missions for the invaders and report fresh tactics or weaknesses, poison food and water supplies, assassinate NPCs, and generally make a nuisance of yourself. The more opportunities for players to make names for themselves and become personally invested, the better.

I also second Navesi's Tactics ideas.

*It wasn't really fighting as much as dying together horribly, but it was still fun.
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Re: Crossing and Haven Invasion Idea Request! 11/29/2016 07:08 AM CST
A randomized delay between the last person interacting with the wardens and the invasion starting would be nice, so that its not so possible for players to enable an invasion in order to interfere with a planned event. 10, 30, 50 minutes. Just have the wardens say there's an attack but they don't know when, which should also stop the OOC feeling I get when people practically brag about starting an invasion. It really feels like the wardens are in on it, the way it works now!

My best invasion experience was the suw bizar outside Shard's north gate, during the Drogor HE events. Having a massive swarm of completely innefficient creatures was really cute, giving them blood and bloodwine until they were satisfied and left... Convincing people not to slaughter them, on the other hand, was intensely frustrating. But if there were more invasions where the purpose was not to murderize everything, and instead figure out what they want--diplomacy!--that would be amazing. Wasn't there something about a black goblin a while back? We could work on a goblin peace treaty. And Saaqib could cause it to go all to pieces.

Locking up the boss mobs or more difficult ones behind some kind of barrier would be good too. Half the time I help in an invasion I get killed by something I can't escape from that sneaks in during all the scroll. What if there were some kind of mobile fortress that needs to be whittled down before these show up? So the small people can keep fighting, and the big people have time to trudge up from their far-away hunting grounds. Maybe! Maybe if the small people whittle away at the fort, the boss flexes and had some cool loot for them. If a big guy storms in and takes down the fort himself, it flexes to him, he gets some decent loot.

If not that, then at least have some coloured messaging. * THE FIRST WAVE HAS BEEN DEFEATED! REINFORCEMENTS ARE ADVANCING UPON THE GATE! * Something to let the smaller people know they've done all they can and its time to get out of there.

To add to the ideas about doing supply drops and reconnoitering and so forth, npc rescue! Take that mobile fortress idea and have there be a political prisoner we can rescue if we break the cage and defeat the guards. Make them walk SUUUUPER slowly back to town. That's right! ESCORT MISSION. :D
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Re: Crossing and Haven Invasion Idea Request! 11/29/2016 07:12 AM CST
Flexing critters please, just like the corn maze.




"Game balance is sobbing over in the corner as it considers the ramifications of AoE Blufmor Garaen. Your spell slots send their condolences." - GM Raesh
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