Just a couple of simple ideas to keep them fresh
change the mass invasion map once in a while from Bethel, make the players have to think up new tricks and tactics depending on which map is used.
I would suggest keeping it away from busy maps ie: EVTR but there are plenty of others. Kusamura,Melinis, Zirakinbar and Sedicolis
Having certain optional objectives that could be completed to get bonuses could add an extra strategy element to invasions
EG: Zirakinbar map (few examples)
1) Players to be asked to clear the city to get a foot hold in the map and open up the underground ( for supplies, players)
2) blacksmiths, Smithy, Docks etc etc could need to be taken
4) Locate and kill
on completion of objective a bonus could be award
I will use the term mod but it could quite easily be a player if they were willing to follow the spirit of the scenario ( ie: not cheating )
A mod/s is trapped somewhere on the map and need to be found and rescued to a designated map exit ( not the closest )
To be rescued they must be tagged ( traded with ) by a player, they will then follow the player that tagged them.
If the players wanders out of sight/dies then the mod will stop and needs to be re-tagged by any player.
The mod can be attacked by monsters and death = failure ( no respawn or 2nd chances)
Other players can act as guards/protection but the mod will only follow the player who tagged him.
If the map hasnt got any safe areas the mod might need to be in god mode until tagged and then revert to normal mode.
Mod not allowed to teleport or go Invisible:
What do the players do ?
Do they go for broke and try a rescue as soon as they find out or do they wait ?
Do they go it alone or as a group ?
Do high level fighters act as guards while low levels as escorts (taggers) ?
Do the low level fighters sacrafice themselves for the cause (attacking a monsters so mod can escape) ?
Do the players try to do the mission in one trip or move the mod from safe point to safe point ?
Escort would be the same but in reverse, players have to escort a mod from map entrance to random point on the map or from point A to point B
Molime watched in horror as her rescuers died valiantly around her, soon they would be overwhelmed and it would be her turn. Movement caught her eye as a dragon loomed large in the night sky, its tongue licking over its sabre like teeth as it advanced towards her.
Suddenly she was dragged backwards into darkness, arms flailing as she hit the hard ground " The cave is to small for them to enter, so settle yourself we might be in for a long wait ". Smiled her savour
Locate and Kill
One player volunteers to play the "leader" of the invasion and is made pkable ( If the pkable status can be turned on and off at will ) and hides on the map
The Leader is not allowed to move ( so cannot refill he's, srs etc . so if the char is strong they can be slowly warn down )
Players must find and kill/force to diss tele the leader to claim the bonus
Players are asked to capture a certain point/s on the map ( depending on the map these could be anything from smithy,docks to city itself)
Capture is only achieved when monsters do not enter the area for a period of time 5-10 minutes
And with places like Sedicolis capturing the city also opens up the exit point from the portals room
10 - 30 minute extension to the kill time limit
5-10 giants or 1-2 dragons are removed from the map
Aluwen summons help
Rescued mod acting as a teleport device from the underworld to map entrance/captured safe zone inside (this might be totally unworkable and cause to much work for the mod)
Ent reveals the location of a hidden hyper bag of supplies ( nothing economy breaking ie: 3k he's, 2k de's and 500 srs )
note : if you want to suggest anything yourselves lets try and keep it to simple things that dont need programming etc
Im not a big fan of the invasion automatically ending as a bonus. If the players get lucky or smart it could all be over in 30 mins . IMO best option is to help out buy reducing monster numbers etc
Maps and Mages
Scouted out the maps I listed and apart from Kusamura all have safe spots for mages to cast harm/poison from.
Zirak crypt outsides (fenced off)
Can be accessed by crypt(pk) or TTR spell, but once the invasion begins it is totally cut of from help . Brings up images of Rourkes drift and the Alamo lol
Walls can be accessed by TTR spell and stairs, but once the invasion starts the steps would need to be protected by fighters until the city area is clear
The fighter swung his sword, cleaving the giants head in two, its lifeless body toppled down the stairs causing the advancing hordes to pause, with this moments respite he gazed along the battlements where mage upon mage rained death upon the creatures below.
Reinforcements where on there way, he only hoped they would arrive in time
There are plenty more safe spots on the maps but not going to say where, dont want to spoil the fun of those who like to scout and make there own strategys
Kusamura opens up its own new sets of strategys, mages casting from behind screening fighters etc.
note : only problem is Zirak is not multi-combat
Edited by conavar, 14 November 2007 - 05:17 PM.