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View Full Version : IDEA: Code: Escape??



Syklo
Dec 4, 2012, 10:37 PM
Background story:
So I had a dream today where I was playing/in PSO2, casually doing some city arks quest when I was told by the administrators (melitta, koffie, etc) to GET THE HELL OUT OF THE PLANET CUZ IT'S ABOUT TO EXPLODE!
Flew around with my Cast-rocket hover leg movement, it was fun and really hectic :D
The explosion woke me up though.....dang it.[/SPOILER-BOX]

The idea:
Introduce a new code type: Escape, where you must move from point A to B, in a given, randomized route surrounded by a barrier similar to that of the capture traps (or elimination code barriers), OR run out of the area. There may or may not be shortcuts. Essentially a mini-time attack, but you score for your life HP instead of a ranking spot.

Possible scenarios:

Change over from any Code rescue (Funji or Lilipan)
-Evacuate through defined path to complete the code
--On failure: Barriers will persist for 5 minutes or when another Escape is initiated


Change over DURING, but not AFTER, a Baize destruction (i.e. change over mid-way, similar to a duel>capture situation)
-Similar to first scenario, but each party has their own path and once you reach outside the barriers (far enough from the baize), you hit a switch to seal off your path. Once all paths are sealed, the code is completed and the baize detonates, damaging all mobs in the sealed area massively.
--On failure: Everyone and everything takes damage


When the MPA Mob spawn timer runs out (That thing I heard about where mobs will stop spawning in a room after some time)
Spawns a baize in the area ready to detonate. This basically forces you to move out of the area, or [S]die take lots of damage. Only in area 2


Change over from an avoid code
-The avoid part (visbolts and etc) will still be active during the escape.
--On failure: Nothing special; escape/avoid related objects will disappear


Immediate initation otherwise
-Variant 1: Essentially an elimination to begin with, but you break through prticular gates/barriers to get to the destination. This variant lasts longer
--On failure: nothing special
-Variant 2: Run through the defined path.
--On failure: Barriers persist for 2 minutes


I felt like posting this since the idea sounded really awesome in my mind, so what do you guys think?

Aquayoshi
Dec 4, 2012, 10:59 PM
It sounds kinda cool, but in practice it would probably be an annoyance if it happened often, since it would basically force everyone to drop whatever they were doing and get the hell out of there.

The nice thing about Emergency Codes is that they, with the exception of Avoid, are entirely optional and avoidable with no negative effect to your character other than missed EXP. This would be a terrible code if it randomly happened in MPAs-- the problem is that the player is forced to go somewhere, while he or she was already in the middle of something. Railroading the player and/or taking away control from them is never a good idea.

Still, it could work really well as a setpiece if it was scripted into a story mission or an emergency mission boss fight. Get in there, kill the boss (preferably a 12-person raid style boss like Falz), and backtrack out before the whole place explodes, Metroid style. If done right, it could add a lot of intensity to the quest, especially if players weren't expecting it. "Wait, no warp back to campship? My telepipes won't work? What's this... 'Code: ESCAPE'? Oh SHXT EVERYBODY RUN"

Vylera
Dec 4, 2012, 11:08 PM
Code: Metroid?

Yes please.

Syklo
Dec 4, 2012, 11:09 PM
It sounds kinda cool, but in practice it would probably be an annoyance if it happened often, since it would basically force everyone to drop whatever they were doing and get the hell out of there.

The nice thing about Emergency Codes is that they, with the exception of Avoid, are entirely optional and avoidable with no negative effect to your character other than missed EXP. This would be a terrible code if it randomly happened in MPAs-- the problem is that the player is forced to go somewhere, while he or she was already in the middle of something. Railroading the player and/or taking away control from them is never a good idea.

Still, it could work really well as a setpiece if it was scripted into a story mission or an emergency mission boss fight. Get in there, kill the boss (preferably a 12-person raid style boss like Falz), and backtrack out before the whole place explodes, Metroid style. If done right, it could add a lot of intensity to the quest, especially if players weren't expecting it. "Wait, no warp back to campship? My telepipes won't work? What's this... 'Code: ESCAPE'? Oh SHXT EVERYBODY RUN"
I can understand what you're saying but we already have such an emergency code that "railroads" players and that's the Funji variant of Code:rescue (One of my urban recovery runs almost got cut short to 5 minutes because I got funji'd 4, freaking, times, right near the exit.)

And considering most of the proposed scenarios are change overs, as well as the rarity OF change overs, I'd say it wouldn't occur that often. Maybe more often than code:Escort, I've only gotten that once in my entire playtime.

That would work brilliantly in story-related quests though, I agree.

Aquayoshi
Dec 4, 2012, 11:26 PM
I can understand what you're saying but we already have such an emergency code that "railroads" players and that's the Funji variant of Code:rescue (One of my urban recovery runs almost got cut short to 5 minutes because I got funji'd 4, freaking, times, right near the exit.)

And considering most of the proposed scenarios are change overs, as well as the rarity OF change overs, I'd say it wouldn't occur that often. Maybe more often than code:Escort, I've only gotten that once in my entire playtime.

That would work brilliantly in story-related quests though, I agree.



Ah, I forgot about funjis. But think about how annoying they are if you're on a time constraint (i.e. trying to S-rank a mission for a Client Order within a set time). The average funji takes about 1~2 minutes to destroy, maybe longer if everyone's forced to run across the map. Just think if impenetrable barriers were set up that delayed you for more than twice that. I'm just offering constructive criticism; maybe it was more awesome in your dream, I dunno. It's a good idea that just needs a bit of altering in my opinion, that's all.

Another way this could work better is for it to work more like a shorter-notice Avoid, like the ticking Baize-bombs you mentioned earlier, or some sort of Darker meteor/bomb falling from the sky. Bonus points if a boss spawned from it in a Changeover: Duel, and everyone would have to make their way back to the impact zone to fight the thing. I'm thinking kind of like Lavos from Chrono Trigger, here.

Vylera
Dec 4, 2012, 11:27 PM
It's probably a more practical emergency code to be exclusively used in the time limit city missions.

Syklo
Dec 4, 2012, 11:32 PM
Ah, I forgot about funjis. But think about how annoying they are if you're on a time constraint (i.e. trying to S-rank a mission for a Client Order within a set time). The average funji takes about 1~2 minutes to destroy, maybe longer if everyone's forced to run across the map. Just think if impenetrable barriers were set up that delayed you for more than twice that. I'm just offering constructive criticism; maybe it was more awesome in your dream, I dunno. It's a good idea that just needs a bit of altering in my opinion, that's all.

Another way this could work better is for it to work more like a shorter-notice Avoid, like the ticking Baize-bombs you mentioned earlier, or some sort of Darker meteor/bomb falling from the sky. Bonus points if a boss spawned from it in a Changeover: Duel, and everyone would have to make their way back to the impact zone to fight the thing. I'm thinking kind of like Lavos from Chrono Trigger, here.
Because I tend to solo....the funji's I deal with take more than that (And before you ask how funji spawn in the first place when I'm solo, all the other people in the MPA are either busy with another code or already ran off). And I'm fine with the criticism, I can see how it can be a huge hinderance.

So what you're saying is basically "Run to a designated bomb shelter" and then possibly change over to a duel and thus "Run to impact zone and exterminate all foreign organisms"?
Do want.

It works well if you insert a Crys Draal in such a meteor, since that's how they enter anyway.

Aquayoshi
Dec 4, 2012, 11:42 PM
Because I tend to solo....the funji's I deal with take more than that (And before you ask how funji spawn in the first place when I'm solo, all the other people in the MPA are either busy with another code or already ran off). And I'm fine with the criticism, I can see how it can be a huge hinderance.

So what you're saying is basically "Run to a designated bomb shelter" and then possibly change over to a duel and thus "Run to impact zone and exterminate all foreign organisms"?
Do want.

It works well if you insert a Crys Draal in such a meteor, since that's how they enter anyway.

Pretty much, although less of "run to a bomb shelter" and more of just "get out of that blast radius ASAP". There could be shields/shelters close to the epicenter, though.

Also, since everyone would see the meteor's position on their map, it would have the effect of drawing everyone in to fight the boss after it crashes.

Syklo
Dec 4, 2012, 11:50 PM
Pretty much, although less of "run to a bomb shelter" and more of just "get out of that blast radius ASAP". There could be shields/shelters close to the epicenter, though.

Also, since everyone would see the meteor's position on their map, it would have the effect of drawing everyone in to fight the boss after it crashes.
Oh yes. YES!

EDIT: The meteor relic itself should also have special effects, kinda like the grim monoliths in ruins.
Something like enhanced drop rates? or Boosted mob spawns?
Or even gimp PSE rates until purified