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Operation Requisition: Cooperative guild PvE minigame with some RTS elements.

9 replies [Last post]
Mon, 10/26/2015 - 16:15
Quintinius-Vergnix's picture
Quintinius-Vergnix

req·ui·si·tion
ˌrekwəˈziSH(ə)n/
noun
noun: requisition; plural noun: requisitions
1.
an official order laying claim to the use of property or materials.

Greetings. Knights!

The discovery of new elevator shafts located west of Haven has prompted Spiral HQ to begin a campaign to capture several Battlepod storage areas located on Tiers 1, 2, and 3 for use as transit bases for expeditions into the Clockworks. The storage areas possess energy conduits designed to service inactive Battlepods running under the flooring, making the areas valuable as gear recharging stations for parties descending into the Clockworks. Intel from Emberlight gremlins indicate the storage areas may also be the testing ground for a prototype Crimson Order weapon, so watch out for anything that tries to crush/blast/shoot/slice you into oblivion, which I suppose isn't really helpful. Good luck!

(~return to exposition~)

Operation Requisition is a minigame available to guilds who have purchased the 2F Expansion War Room. The Operation can be played as tiers 1, 2, and 3, with damage, monsters, and supporting turrets being scaled accordingly. Tier 1 OpR costs 8,000 crowns to unlock, Tier 2 OpR costs 16,000 crowns to unlock, and Tier 3 OpR costs 50,000 crowns to unlock. Once Operation Requisition is purchased, guild members can access OpR by going to the War Room (the room in the center of the guild hall with the twin banks of computers), right clicking a computer, and clicking "Enter Operation".

Each Operation Requisition staging ground consists of a large, open floor similar to the last level of Shroud of the Apocrea, except with a Clockwork Tunnels theme. In the center of the floor is the Spiral Power Core. A respawning Mecha Turret is located at each corner of the Power Core.
If the Power Core is destroyed by monsters, your guild looses any progress it made on the operation, however the guild does not have to purchase the operation again.

Interspaced randomly throughout the OpR floor are Battlepods with a randomly chosen holographic monster family symbol hovering above them. Each Battlepod has four nearby spawners that spawn monsters corresponding with the monster family symbol above the battlepod, as well as four monster turrets providing defense (Gun Puppies for Gremlin and Construct, Howlitzers for Fiend and Undead, Polyps for Jelly and Beast). Each Battlepod can support a maximum of 10 monsters excluding the turrets. If a monster is defeated, a new one will spawn in 7 seconds. OpR monsters don't drop Heat, Crowns, or loot. (You'll see why in a bit.)
Only one monster from each battlepod will spawn if no knights are currently active in the OpR, 5 monsters will spawn if 3 knights are loaded into the OpR and 10 monsters from each battlepod will spawn if 5 or more knights are loaded in to the OpR. Each OpR only has one instance, so only a limited number of knights can participate at one time. (Different OpR tiers have different instances, and nothing is shared between the tiers except for Operation Tokens.)

If a Battlepod is destroyed by Spiral Knights or spawned friendly Mecha Knights, a Lockdown point marker with a holographic symbol of the Spiral Order floating above it replaces the battlepod, and the guild gains five Operation Tokens. However, after a five-minute shield, monsters from the nearby intact battlepods will seek out the point marker and attempt to destroy it, ignoring defenses and nearby knights unless attacked by the Knights or the defenses.
Health of the point markers is scaled to tier.
In the event of a point marker being destroyed, a Battlepod that spawns monsters from a randomly chosen family will appear in its place and two Operation Tokens are lost. Any defenses or boosters that the point marker is powering are also destroyed. Monsters who participated in the destruction of the point marker will return to their respective battlepods after the marker is destroyed. Monsters can only detect point markers inside of their aggro range (identical to the ranges currently in use).

Every point marker in a Tier 3 OpR deposits 500 crowns into your guild treasury per week as well as 5 units of energy to the guild energy wells (if applicable). There are a maximum of 25 Battlepods to destroy in the entire floor of each OpR.
Every Tier 2 point marker deposits 150 crowns into your guild treasury every week.
Every Tier 1 point marker deposits 75 crowns into your guild treasury every week.

Operation Tokens can be used to purchase defenses and amplifiers for your guild's point markers and Power core from Bulwark, a Stranger merchant who resides in the upper left corner of the War Room. Each point marker can only power defenses and amplifierswithin a 15-tile by 15-tile range.
Each defense and amplifier takes up 1 tile of space.

Defenses and amplifiers:

Mecha Turret. The standard laser turret that appears in certain missions, or in the Jelly Farms where they can be activated for energy. (These ones are free to use once you purchase them.) Damage and health is scaled according to tier. Not much to say here.
Cost: 10 Operation Tokens.

Mecha Knight Constructor: Builds 1 friendly Mecha Knight every 20 seconds and can support a maximum of 5 mecha knights. Health and damage of the Mecha Knights and the constructor is scaled according to tier. These Mecha Knights are allied versions of the hostile Tier 1,2, and 3 Mecha Knights instead of the incompetent knockoffs currently in use. (Should apply to the pickups too, really.)
Cost: 15 Operation Tokens.

Death from Above: Summons down a rocket strike on any monsters that get within range. Health and damage scale according to tier.
Cost: 30 Operation Tokens.

Autogun Turret: A version of the Mecha Turret with less damage per shot and range, but a greater rate of fire. Painted in Spiral Order colors and fires cyan rounds instead of yellow ones.
Cost: 10 Operation Tokens.

Mining Drone: Each drone adds 25 crowns to the weekly crown bonus of the point it is placed at. Mining Drones only function if they are within a 10 tile by 10 tile radius of a point marker.
Cost: 10 Operation Tokens

Energy Amplifier: Each amplifier adds 1 extra unit of energy to the guild energy wells (if applicable) every week. Energy Amplifiers only function if they are within a 10-tile by 10 tile radius of a point marker.
Cost: 15 Operation Tokens

As there is only a limited amount of space around each point marker to place down defenses and amplifiers, a balance between the two would be ideal.
For instance, a point with only amplifiers will get rekt almost immediately by monsters with no Knights to protect it, while a point with only defenses only generates a small amount of resources each week.

Mon, 10/26/2015 - 19:19
#1
Falminar's picture
Falminar
+1

What if we destroy all of the battlepods, so monsters don't respawn?

Or did I miss something?

And can't 2 knights just come in and destroy everything because the monsters don't respawn?

And what about statuses? I think all of the Battlepods should have a randomly chosen status symbol next to the monster symbol (including no status) too.

Also, you said it's like the last floor of Shroud of the Apocrea - Does the minimap work or not?

Mon, 10/26/2015 - 19:24
#2
Quintinius-Vergnix's picture
Quintinius-Vergnix
Hmm. Good ideas.

Edited OP to include "monsters respawn after they are killed". How did I miss that?

Capturing every point on the floor would trigger the "prototype weapon" mentioned in the publicity blurb. I'm still thinking of what that could be.

Added 10% chance of battlepod spawning with a randomly chosen status effect.

The minimap works, and the only thing similar to Shroud of the Apocrea is that the map is a large, wide open field or plain of sorts.

When a point marker is destroyed, a battlepod spawns in its place, which then spawns monsters from a randomly chosen monster family.

Mon, 10/26/2015 - 19:45
#3
Falminar's picture
Falminar
New suggestion

How about the points normally deposit less than that, but you can purchase special (destroyable!) machine from Bulwark that boosts the value of the points, eventually resulting with more crowns and energy deposited than before? (With a cap on the amount too.)

They'll have to be defended - If they're destroyed, you won't get a refund or anything and the points will lose value again.

You can decide a few things like what the cap will be, how much they boost, how much less the points give, the price of these, etc.

Tue, 10/27/2015 - 16:54
#4
Quintinius-Vergnix's picture
Quintinius-Vergnix
Thanks for ideas.

Added Mining Drone and Energy Amplifier to the original post. The "cap" is technically the limited amount of space available around each point marker (10 tiles by 10 tiles) to place defenses and amplifiers in.

Also added new persistent world mechanic.

Tue, 10/27/2015 - 20:27
#5
Falminar's picture
Falminar
Cost for the drones and amplifiers?

?

Tue, 10/27/2015 - 20:47
#6
Quintinius-Vergnix's picture
Quintinius-Vergnix
*facepalm*

Oops, adding now.

Sat, 11/07/2015 - 17:27
#7
Quintinius-Vergnix's picture
Quintinius-Vergnix
Any more suggestions?

Any more suggestions?

Sun, 11/08/2015 - 08:33
#8
Sonosuke's picture
Sonosuke
I like Sonic Unleashed, screw you

Suggestion on the Prototype weapon:

For months, Gremlins have been studying Spiral Knight weapons in order to repel the Knights more efficiently. With this research, _____ of the Crimson Order has begun building a prototype of a Super Mecha Knight to wipe out the Spiral Order on Cradle once and for all.

This Super M.Knight will be a large Mecha Knight, around the size of the Collector or Ironwood Sentinel. The Gremlins under the Crimson Order find that this depth has been taken over by Knights, and are forced to send the prototype to reclaim it. The Super M.Knight spawns at the furthest corner of the map.

Because it's the prototype, it moves slowly and only has aggro on the Power Core. However, it's immune to flinching and will stop to take a wide swing at nearby players at certain damage intervals. So every 10% of its max health denotes a swing towards the largest cluster of players, and every 25% would be a 360 swing.

Once the M.Knight gets within 10 tiles of the Power Core, it'll start spamming its 3-hit combo while moving, making it far more dangerous to attack up close. It's health scales based on the tier and difficulty, as the T2 health is the same as all three Roarmulus Twin's phase health combined.

What makes this mob unique is that the damage it deals is percentage-based-around-a-player's-max-health rather than number-based. A 3-hit combo would be 20%-20%-25%, a wide swing would be 40%, and a charged 360° would be 50%. This means that your max health doesn't matter in comparison to others, only that you know when to go in and when to get back.

After a guild destroys the prototype, the Gremlins start to send in mass-produced Super M.Knights. These move faster and can aggro players, but deal less damage (15%-15%-20%, 35% Wide, 45% 360°). Once within the 10 tiles, they go straight towards the Power Core in the same fashion as the prototype (spamming 3-hit combo while moving).

I dunno, I was just throwing an idea out there.

Fri, 05/06/2016 - 11:23
#9
Quintinius-Vergnix's picture
Quintinius-Vergnix
*Slight* bump

I was going to make a suggestion for a guild minigame similar to this one, but then I remembered this thread.

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