1 (edited by Alexandra 2011-10-24 13:03:52)

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.

I AM NOT A GM™

Re: An Upgrade to Beacons

DIdn't saw officers yet so can't really say if it's good or not. Agreed with the rest tho.

First time we tested beacon, I've hardly expected wave hardeness scaling.

Beacons need to be a little more challenge imo.

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Re: An Upgrade to Beacons

I'd just like to state that we intend to do some upgrades to the beacon system soon, as they indeed feel a little underwhelming. Some of our ideas are very close to these.

Re: An Upgrade to Beacons

DEV Zoom wrote:

I'd just like to state that we intend to do some upgrades to the beacon system soon, as they indeed feel a little underwhelming. Some of our ideas are very close to these.

<3

I AM NOT A GM™

Re: An Upgrade to Beacons

While you're at it Zoom, you might as well do something about the "dynamic spawn". For the same spawn on Beta that we used to farm we'd need 5-6 heavies, now 1 heavy is overkill. I understand spawns should be soloable on Alpha, but on Beta I'm sure you could get away with a few spawns that actually need people playing with others and making a team effort.

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Re: An Upgrade to Beacons

They are too new for me to fully understand but so far I like the direction.

What I don't like: (correct me if I am wrong)
This is just another item that pulls groups OFF of Beta.

What should happen:
If you take your beacon to Beta and activate it, it becomes an elite beacon with a chance of some new tier drops.  This way ones will go to Beta to use these new devises and get people ON Beta not find one on Beta and run to Alpha to play with it.

Re: An Upgrade to Beacons

My request will be to remove static NPC spawns, and make this beacons much accessible to get.

Re: An Upgrade to Beacons

Alexadar wrote:

My request will be to remove static NPC spawns, and make this beacons much accessible to get.

I believe that there should be SOME random spawns guarding "Something". The rest should be roaming spawns and beacons.

More NPC based events and intrusions. NPC ambushes. Anything that removes static grind but leaves it as an option.
Got to remember solo play though. Alpha should have more random spawns and less roaming spawns where beta should have few random spawns but they should be guarding something good. Then increase roaming spawns on beta that when attacked spawn reinforcements.

I AM NOT A GM™

Re: An Upgrade to Beacons

agree with alex*

before wraith and cobalt jump in here: everything with adjusted reward, like a roaming npc leader has 100% chance to drop kernel, static small fries having a lower one.

I would also like to see variable equipped NPCs. like a 5th star yagel running around with *** fit or such... player high-speed fits.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
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Re: An Upgrade to Beacons

Couple of adjustments:

Each wave of should not get progressively (linearly) harder, this prevents solo/newer players from getting the full value from a beacon, which they may end up buying, by making the last waves unkillable. Not only that but very likely to be 'overwhelming' and killing themselves. That type of behaviour will make all but groups and corporation driven players to simply not use them.

Deployed beacons should have a fixed life, that is there power runs out after say 20 minutes.

There are no fixed number of waves, each wave deploys 30 seconds after the last bot of the previous wave is killed.

The slower you kill the bots, the less waves you can get into the 20 min beacon life. However, if you defeat 5( for example) waves then an appropriate level elite (based on the beacon stars) will spawn with the next wave, and every 5th wave after that.

Higher level beacons can have thier compositions more random, with the expectation that the combat troops are in a group.

tl;dr - Low level beacons should be more like fixed spawns with a 'boss' elite if your able to beat the timer. Higher level beacons can be more random (dangerous). This gives playability for all skill levels. There should be atleast a 25% chance to get a beacon for the next higher tier in the class, and at least a 5% chance for an officer beacon.

Getting the first beacons can be rare, but there should be a fair chance for groups to start at lowest level and get to highest level everytime if they are willing to put in the time to kill the waves.

Re: An Upgrade to Beacons

Can we see the nian base from where reinforcements teleporting to the beacon?

Re: An Upgrade to Beacons

Alexadar wrote:

Can we see the nian base from where reinforcements teleporting to the beacon?

[REDACTED] hasn't finished making the islands yet for them yet..

Re: An Upgrade to Beacons

Alexadar wrote:

Can we see the nian base from where reinforcements teleporting to the beacon?

maybe we can have that on the new islands when they come out ? smile imagine being able to assault a nian Fort where 100s of mechs & assaults get deployed on you big_smile

large scale PVE squads ftw ? smile 

a time based scale system would be nice tongue longer they are there the bigger the base gets & the more numbers there are. i like fireworks cool

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PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: An Upgrade to Beacons

Alexadar wrote:

My request will be to remove static NPC spawns, and make this beacons much accessible to get.


Annihilator wrote:

agree with alex*

before wraith and cobalt jump in here: everything with adjusted reward, like a roaming npc leader has 100% chance to drop kernel, static small fries having a lower one.

Im absolutely not against more roaming npcs. Just adjust speed/DPS/signal of those groups so you can avoid them in most cases. A hauling group with many lithuses for example should be defended, but not only from pvp and scarce pve on a pre-determined (and avoidable) path, but also random roaming groups, that are "randomly" moving. On the other hand a single roaming player on beta should be able to avoid "bigger" than him. That also would need a mechanism to let solo miner have some way to do their stuff on beta. Never proscribe solo play of the gameplay balancing equation, even in beta imo.

And more access to "remote spawns" aka distress beacons, wich is great for group pve because of fast access and timing. And also some "really" rewarding and challenging geographically static npc spawn. Almost all spawns can be soloed in beta, and by soloed i mean reaching respawn/destruction balance (ok,ok speed of destruction is always a factor of effectiveness, even more with group respawn, but it get somehow dissolved in respawn time).

Re: An Upgrade to Beacons

The officers is too easy, my suggestion, would be nice if 1 officers has some elite NPC too that solve the problem.
The elite is enough hard to kill but not as impossible that Observers.

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Re: An Upgrade to Beacons

DEV Zoom wrote:

I'd just like to state that we intend to do some upgrades to the beacon system soon, as they indeed feel a little underwhelming. Some of our ideas are very close to these.


Nice to hear that....

17 (edited by Syrissa 2011-10-28 23:19:28)

Re: An Upgrade to Beacons

i also want to point out that in my opinion the drop rate of the "escalation" beacons is way too low.
we did around 25-30 beacons so far which took us a few days of scanning to get. we did not have a single escalation beacon. that was quite disapointing so far.

Re: An Upgrade to Beacons

Syrissa wrote:

i also want to point out that in my opinion the drop rate of the "escalation" beacons is way too low.
we did around 25-30 beacons so far which took us a few days of scanning to get. we did not have a single escalation beacon. that was quite disapointing so far.

did you use them on alpha or beta?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: An Upgrade to Beacons

Annihilator wrote:
Syrissa wrote:

i also want to point out that in my opinion the drop rate of the "escalation" beacons is way too low.
we did around 25-30 beacons so far which took us a few days of scanning to get. we did not have a single escalation beacon. that was quite disapointing so far.

did you use them on alpha or beta?

beta

Re: An Upgrade to Beacons

I start to wonder, if the fact that they are being destroyed in a chain reaction by their peers, screws with the drop table a bit? I am talking on beta.

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Re: An Upgrade to Beacons

Norrdec wrote:

I start to wonder, if the fact that they are being destroyed in a chain reaction by their peers, screws with the drop table a bit? I am talking on beta.

It's very possible.

They don't seem to drop kernels when they die to explosions.

Probably because it was made as a PVP mechanic and they forgot to add kernel drops into it?