Topic: An Upgrade to Beacons
The new beacon system is very impressive but after three or four beacons is quickly becomes just another feature.
I feel a trick was missed with this new feature. Here is what I was expecting from the system.
This is just an idea but expresses what I feel should have come from this "Sub-Raid" system
Getting your first beacon:
First of all having only "Some" elites drop beacons was a poor idea. I've now realised this means ANY elite that is rank 3 or above can drop a beacon. I would prefer to see that all elites can drop beacons and that the beacon they drop depends on if they are a light/assault or a mech/heavy mech. E.g. If I kill a Rank 1 Elite Assault NPC I would expect to be given a chance to get the lowest rank beacon for the elites faction (A level 1, light/assault beacon).
Elites (10% chance):
Rank 1 / Rank 2 Light/Assault = Level 1 Light/Assault Beacon
Rank 3 / Rank 4 Light/Assault = Level 2 Light/Assault Beacon
Rank 5 Light/Assault = Level 3 Light/Assault Beacon
Rank 1 / Rank 2 Mech/H. Mech = Level 1 Mech/H. Mech Beacon
Rank 3 / Rank 4 Mech/H. Mech = Level 2 Mech/H. Mech Beacon
Rank 5 Mech/H. Mech = Level 3 Mech/H. Mech Beacon
Artifacts (20% chance):
Alpha level 1 Infestation = Level 1 Light/Assault Beacon
Alpha level 2 Infestation = Level 2 Light/Assault Beacon
Alpha level 3 Infestation = Level 3 Light/Assault Beacon
Beta level 1 Infestation = Level 1 Mech/H. Mech Beacon
Beta level 2 Infestation = Level 2 Mech/H. Mech Beacon
Beta level 3 Infestation = Level 3 Mech/H. Mech Beacon
Alpha level 1 Industrial = Level 1 Light/Assault Industrial Beacon
Alpha level 2 Industrial = Level 2 Light/Assault Industrial Beacon
Alpha level 3 Industrial = Level 3 Light/Assault Industrial Beacon
Beta level 1 Industrial = Level 1 Mech/H. Mech Industrial Beacon
Beta level 2 Industrial = Level 2 Mech/H. Mech Industrial Beacon
Beta level 3 Industrial = Level 3 Mech/H. Mech Industrial Beacon
Making Waves:
Beacons should have a set number of waves (Up to 5). Each wave should have a timer of 5 minutes applied to the beacon. If you finish a wave before the 5 minute timer ends you get the next wave that is progressively harder and a new 5 minute timer. If you reach wave 5 then one elite NPC with an escort one rank higher than the beacon (Or max rank for a level 3 beacon). This then gives you a small chance to get another beacon. Beacons should remain on the field displaying a de-spawn timer for the current wave. If the beacon times out the event ends. Reaching wave 5 will cause the beacon to 'explode' when the elite spawns.
Waves should progress in the following way: (Small = Light / Mech, Large = Assault, H. Mech)
Wave 1: 3 combat (Small robot, short range, low armour)
Wave 2: 3 combat and 3 ewar (Small robots, short range, medium armour)
Wave 3: 6 combat and 3 ewar (Mixed sizes, short range, heavy armour)
Wave 4: 6 combat and 6 ewar (Large robots, Mixed ranges, heavy armour)
Wave 5: 1 Elite, 6 combat and 6 ewar (Mixed sizes, short range, medium armour)
This will mean that almost anyone can easily get to at least wave 3 but after than it becomes a challenge and gives newer players something to strive for and older players a challenge.
Officer Beacons:
The officer system needs to be rethought as currently they're uninteresting and are no challenge at all for a possible huge reward. With this new system I suggest that Officers should spawn with an scaling escort and have a 50% chance to drop an escalated Officer beacon. The way to get an officer beacon should be a small chance from each artifact or from the final wave 5 elite. You start with the lowest level officer beacon always and the only way to progress officer beacons is with the officer beacon NPCs. The higher the level Officer beacon the larger the Officer should be and the larger the escort should be. They should remain a single spawn and not include waves however the Officer escort should get more powerful. This is basically how they work now but they need to be more difficult.