Hypnotyk
Elite
- Joined
- Jan 5, 2006
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- Chicago, IL
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- discord.gg/bdDeqtn
- Avatar Name
- Randy Hypnotyk Bafia
In lieu of me getting PK'ed in space and losing some neurostims (my fault for not double checking), I am making this suggestion thread for PVP. I'm piggy backing this off of another game that I used to play with some minor tweaks, but I feel like it might be a good addition to Entropia, and that is the skull system.
While lootable and PVP areas are clearly marked and can be avoided, I think it would be a good addition to implement a skull system with an intertwined PZ lock. I think everyone should try PVP and it should be a part of the game, but it can be limited a bit to allow a more friendly environment. This skull system will allow people who get unsuspectingly killed in space or pvp to fight and get their revenge and/or items back, and prevent the people who only camp other players in PvP. Here is how it would roughly work:
All areas that not PVP are considered to be Protection Zone areas and no PVP is allowed within them. All other areas are PVP zones.
Whenever a player attacks another player in a PVP zone, the attacking player should be marked with a small skull (or other icon) next to their name and be locked out of all protection zone areas for X amount of time (PZ lock) and restricted from logging off (logout lock).
Skull Types:
Skull Penalties:
A lot of times, when someone is killed in PvP, they do not even have a chance to fight and get their stuff back because the attacker simply TPs out of PvP or flies away into a safe zone. This will level the playing field and reduce the guerilla warefare that exists in PvP today. If people want to PvP, so be it. But the predator better be ready to flex their skills and defend themselves once the become the prey.
Thoughts?
PS: The original skull system I referenced this idea from is from the game called Tibia. Their skull system is defined here: http://tibia.wikia.com/wiki/Skull_System
While lootable and PVP areas are clearly marked and can be avoided, I think it would be a good addition to implement a skull system with an intertwined PZ lock. I think everyone should try PVP and it should be a part of the game, but it can be limited a bit to allow a more friendly environment. This skull system will allow people who get unsuspectingly killed in space or pvp to fight and get their revenge and/or items back, and prevent the people who only camp other players in PvP. Here is how it would roughly work:
All areas that not PVP are considered to be Protection Zone areas and no PVP is allowed within them. All other areas are PVP zones.
Whenever a player attacks another player in a PVP zone, the attacking player should be marked with a small skull (or other icon) next to their name and be locked out of all protection zone areas for X amount of time (PZ lock) and restricted from logging off (logout lock).
- If they only attack a player and do not kill them, then the skull goes away and PZ & logout lock is lifted after 60 seconds if not being attacked by another player.
- If the attacking player shoots and kills another player, they are tagged with the skull and are PZ locked for lets say.. 15 minutes.
- Any player that attacks a skulled player does not obtain a skull for doing so, but still get PZ locked (60 seconds for attacking but not killing, 15 minutes PZ lock for revenge killing).
Skull Types:
- White skull: A player will get white skull if they attack or kill another player. If they only attack, the skull will remain until the PZ lock is gone. However, if they kill another player, they will get white skull for 15 minutes, and every offense against other players during that time will reset the time, so player killers will have to wait another 15 minutes.
- Red skull: A player will receive a red skull if they kill
- Three or more unmarked characters in one day (24 hours),
- Five or more unmarked characters in one week (7 days),
- or Ten or more unmarked characters in one month (30 days).
- Black skull: Black skulls will appear when a player kills double the amount of players needed to attain a red skull. A player gets a black skull if they kill:
- Six or more unmarked characters in one day (24 hours),
- Ten or more unmarked characters in one week (7 days), or
- Twenty or more unmarked characters in one month (30 days).
Skull Penalties:
- White skull: No additional death penalty applied. Death remains as is today.
- Red skull: If a player has a red skull and has been killed, the player will receive a 30% movement speed debuff for 24 hours (movement debuff to avatar and when using vehicles).
- Black skull: If a player has a red skull and has been killed, the player will receive a 50% movement speed debuff for 48 hours (movement debuff to avatar and when using vehicles) and a 25% health debuff.
A lot of times, when someone is killed in PvP, they do not even have a chance to fight and get their stuff back because the attacker simply TPs out of PvP or flies away into a safe zone. This will level the playing field and reduce the guerilla warefare that exists in PvP today. If people want to PvP, so be it. But the predator better be ready to flex their skills and defend themselves once the become the prey.
Thoughts?
PS: The original skull system I referenced this idea from is from the game called Tibia. Their skull system is defined here: http://tibia.wikia.com/wiki/Skull_System
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