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CONTROL POINTS ... how Tabula Rasa did it ...

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Redlynne
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CONTROL POINTS ... how Tabula Rasa did it ...

Of all the names I see in the forums here, only Gangrel is someone that I *KNOW* played Tabula Rasa back when I did. So when I talk about aspects of gameplay that existed in Tabula Rasa ... things like having a Target Reticle for aiming, but which also featured Tab Lock Sticky Targeting, or even what it meant to go fight to capture (or defend) a --> [url=http://tabularasa.wikia.com/wiki/Control_Point]Control Point[/url] <-- in Tabula Rasa ... I get the feeling that hardly anyone here even knows what I'm talking about. And because they can't envision it, there's really no point of reference for understanding what the experience ... the RUSH(!) ... of playing around a Control Point in Tabula Rasa was like. Plus, Tabula Rasa launched and folded 5-6 years ago, so memories ... blur ... sometimes.

People talk often enough about World PvP.

[url=http://www.youtube.com/watch?v=UOC9jiPJ5L0][b]THIS[/b] is World [b]PvE[/b]![/url]

The video is only 6:26 long, and it happens in a part of the Tabula Rasa game that would be the equivalent of either Atlas Park or Galaxy City or Mercy Island in CoX ... a location called Concordia Wilderness. What you're looking at in that video is NOT something restricted to the end game or some kind of "special" area ... it was a fortification (called Landing Zone) that was basically halfway down the map [i]of the starter zone![/i] And it wasn't even the ONLY Control Point in the zone ... there were others besides this one! In fact, most zones in Tabula Rasa typically had at least 2-3 Control Points in them, and some zones even had as many as 5 or 6!

So Control Points were a fairly common "feature" in Tabula Rasa that provided opportunity for "instant" World PvE in a variety of settings. Even better yet ... [i]every Control Point in the game WAS DIFFERENT[/i] ... and by that I mean they had different layouts, different spawn points, and so on, beyond the "common" features they all had, such as the "massive force field" on the Door(s) (which were keyed to only let the faction that held the Control Point through it) and of course the Control Point "obelisk" that was your objective to capture it (see [url=http://tabularasa.wikia.com/wiki/Control_Point]wiki article[/url] already linked to above). In fact, it was actually pretty common to be soloing along on your own, start harassing the groups outside a Control Point by yourself, and then after a few minutes have another player (or few) who was just passing through decide to come over and join you in helping to assault the place. In another few minutes, someone else would be passing through and seeing that the Control Point was under attack, they'd join in too ... and then someone would pass the word in zone chat, and the snowball would start rolling as more people just came over to pitch in and take back the Control Point.

Total pick up group World PvE was the standard operating procedure for how these things went. You can even see how in this video, the person playing started out by themselves, but by the end of it, there are other players who have joined in to take the place. And it wasn't as if there were some kind of "special" reward for actually being the one to capture the Control Point ... aside from feeling a Rush Of Pride in having accomplished it. The "real" reward was all the XP and Drops you got from slaughtering all the Bane who had been defending the place and who had spawned in to protect it. That and the fact that it was just plain [b]FUN!![/b] Taking, or Defending, a Control Point was always something of an adrenaline rush when playing.

Also, if people look closely while watching the video I linked above, you'll be able to see the Tab Lock Sticky Targeting system in action that Tabula Rasa used. You've got a Target Reticle that sits dead center of the screen, and when you haven't got anything Tab Locked, that's where your shots/attacks go. But if you watch closely, you'll see that sometimes [b][i]A PART[/i][/b] of that Target Reticle "detaches" from the center of the screen and stays "sticky locked" onto a selected target, no matter how the camera is moved around to move the Target Reticle in the center of the screen OFF the target that is selected and being shot at. This kind of gameplay demonstrates (in a "real time" in game way) how this sort of combat system and User Interface fusion worked so very successfully in Tabula Rasa, without being as "unforgiving" as a lot of the more recent Active Combat Systems we see today, such as TERA has.

Now, the thing to keep in mind about these Control Points is that they are DEFENDED by PvE Mobs (in Tabula Rasa) ... and those Mobs keep respawning and summoning reinforcements while the Control Point is under attack. This is true both for the Bane (the aliens under attack in the video who are the "red" side faction) as well as for the Allied Free Sentients (the players and their supporting NPCs). In fact, it was actually rare for a Control Point to remain uncontested for very long, because there were NPCs spawning in to assault them relatively frequently. The difference though was that the Bane would stock up on their spawns pretty heavily (most spawn groups had like 6-8 Mobs in them) while the player allied AFS would have "paltry" spawn groups of usually 3 or less NPCs in a group. This meant "Advantage: Bane" in pretty much every encounter, because the Red Team virtually outnumbered the Blue Team by at least 2:1 ... so it was [i]up to the Players[/i] to swing things back into the balance for the AFS.

Furthermore, every Control Point when held by the Bane had within it what amounted to an Elite Boss that was specific to THAT Control Point. You can see this in the video I posted around the 2:25 mark, where there's a Bane Mob with a white glow FX on his chest. That's the Control Point Boss, and he'd spawned INSIDE the Control Point, but been "drawn out" by the combat outside (thanks to the force field door getting shot, which then Taunt Aggroed every Mob inside a certain radius).

Another point is that Mobs allied to the faction holding the Control Point spawn both inside AND outside the Control Point, as the video demonstrates. Mobs allied to the attacking faction ONLY spawn outside ... and during the video you can see some AFS Dropships swooping in to deposit NPC troops and mecha to assist with the assault.

Most Control Points were set up in a way that made it [b]NEARLY[/b] impossible for a single player to solo their way in and capture the Control Point, when playing at Even Level. With THREE players though, it became *somewhat* possible, although not guaranteed, and even with as many as 8-10 players lacking coordination it could sometimes be difficult to suppress EVERY hostile spawn group in a way that allowed for a Capture of the Control Point, although it sure made things a lot easier than they would have been otherwise.

Likewise, a Control Point held by the AFS (aka "Blue Team") got increasingly difficult to defend the longer it was held. The game had a built in "ramp up" for the number of Bane that would spawn in and assault so that EVENTUALLY the Control Point would get overrun and be captured by the Bane once more. Still, even though you knew ... you *KNEW* ... that it was hopeless and that you couldn't hold the place "forever" (because the NPCs on your side were too few, and the Bane Horde was just too many, so they'd win by attrition if nothing else) ... there was still a tremendous sense of satisfaction in being able to fight a Desperate Battle Against Incredible Odds {sigh!}. It was totally a feeling of the Texans At The Alamo (hint for anyone outside the US who doesn't know Texas history, the Texans LOST that battle) ... and yet YOU got to be "Davy Crocket" fighting against the Bane, making them pay IN BLOOD for every inch of ground they took from you ...

And then there was the fact that when "ownership" of a Control Point switched sides, no one inside the Control Point got "ejected" from it ... meaning that if you were taking a Control Point from the Bane, there could be stragglers left still inside (or outside) that the newly spawning in Defense Forces would engage and mop up. Or, if the Bane had successfully captured a Control Point while you were still in it ... the Front Door was now LOCKED AGAINST YOU and you were "stuck" inside! Now, to be sure, you could always climb up onto one of the parapets and jump over the wall to get out ... but where's the fun in that? No ... getting locked in when the Bane took over gave you an opportunity to take the Control Point back! FROM THE INSIDE!! All you needed to do was to wipe out all the mob spawns INSIDE the Control Point, and maybe a few that patrolled just outside the Front Door (because they might come running when you initiated the Change Of Control move) ... and then you'd be Free And Clear to retake the Control Point without having to bust down the door first! And with the change of ownership, all the Defenses got refreshed/repaired and changed sides, and thus any Bane who'd been on patrol outside now came under fire from the Control Point's now new Defenders and defensive systems, some of which were spawning in all around them! SURPRISE!!

So Control Points were just incredibly incredibly fun to play. They were "jump right in anytime" kinds of World PvE that were enjoyable simply because they brought the community of players together to achieve a goal that Change The World. Okay, admittedly changed a SMALL part of the world ... the Control Point itself and its immediate surroundings ... and only temporarily, because it was INEVITABLE that the Bane would take it back EVENTUALLY, because they'd just keep throwing more and more and more reinforcements against the place until they overwhelmed the defenders and TOOK IT ... [b]but still![/b] FUN!!! They were fun to do just like Zone Events were fun to do in City of Heroes. They brought the community together, spontaneously, just like the Zombie Apocalypse or the Rikiti Invasions did (and the Deadly Apocalypse DID NOT because it was too tedious and required too much coordination to complete).

Now ... take the idea of a Control Point ... and put it into a CoH/CoV/CoT sort of context, where Who Holds The Control Point could determine the "character" of that neighborhood for a time. PARTS of a Zone could be protected by the Heroes, or held in thrall by the Villains ... and the cast and character of the neighborhood CHANGES in response to that! Which faction holds a Control Point, [b]affects the World[/b] ... in a temporary way.

Also, I have to tell everyone, that watching that video for the battle of control of the Landing Zone Control Point there in the Concordia Wilderness zone [i]makes me incredibly nostalgic[/i] and wish SO HARD that I could play Tabula Rasa again, just one more time. The sights, the sounds, the gunfire, the terrain, the music ... all of it comes rushing back to me, when I watch that video. Technicians, Lightbenders, Linkers, Kael, Thrax ... gotta kill 'em all ... gotta kill 'em all ...

And the Control Points had "services" inside of them, such as Hospital and NPC Vendors, they had Teleport points to move to other parts of the zone (I think Landing Zone even had a Dropship point which would let you travel to other zones, if I recall correctly), and some of them even had NPCs that would give out Missions ... Missions that could only be obtained (and completed by returning to Contact) when the Control Point was held by Blue Team, not the Bane. So they were more than just "PvE Forts" that served "no purpose" in the wider scheme of things. Eventually, they even had a sort of Merit System set up for them, where you could earn Merits for killing off the Bane Defenders at Control Points, and then turn those Merits in for Rewards ... much like City of Heroes switched to for Task Force and Strike Force rewards later on, so that people could BUY what they wanted, rather than dealing with Random Drop Rewards after completing a Task Force (most of which were "trash" and unwanted).

So at any rate, I'm DEFINITELY of the opinion that Control Points were a game feature that Tabula Rasa innovated and which I'd really hate to see consigned to the dustbin of gaming history. :(

Gangrel? You want to step up and say anything about this?

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I remember playing Tabula

I remember playing Tabula Rosa and the control points. Fighting to regain control could be a lot of fun, although getting to a point and finding out that it was under enemy control (and there were not enough people on to take it back) was occasionally frustrating, especially if you had quests to turn in.

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Standing around ze point does

Standing around ze point does nothing! Get on ze point, schweinhunds!

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Control point battles were

Control point battles were fun... I had always thought something like that would have been cool to add in a revamp of the Shadow Shard in CoH.

I wish TR had launched about as finished as it was say 6+ months later. It was such a fun game to jump in and run and gun that it probably would have been a good candidate for starting with a F2P option. Then again, so much had been spent on it during development, with the reboot and all, that it was probably doomed no matter what. gg NCsoft

That is a game that I get a lot of nostalgia for.

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Wanders wrote:
Wanders wrote:

I had always thought something like that would have been cool to add in a revamp of the Shadow Shard in CoH.

So I'm NOT the only one who had that idea back in the day. I remember looking at the co-op revamp of the Rikti War Zone and thinking ... why can't they do that for the Firebase Zulu zone? Turn some of the Bastions into Control Points and then turn the players loose on a "new" zone (built upon the "ruins" of an old one, actually) and then start updating the Shadow Shard in a piecemeal fashion? They could have even just introduced [b]ONE[/b] Control Point styled battle location on ONE of the Bastions in Fire Base Zulu ... as a test run, to see how it would do, and see if it held any promise for use as a "stepping stone" to go "Bastion Hopping" across the rest of the Shadow Shard over a longer period of time. Instead of trying to do Everything At Once, just break it up into achievable chunks and do it piecemeal. Use it as an opportunity to start telling (another) Unifying Story about what's going on in the Shadow Shard (and why we should care). Besides, the Bastions in the Shadow Shard were all "islands in the sky" anyway ... so they were the perfect locations for this kind of slow, rolling transformation to happen as a way to revitalize the Zones and give people an incentive to go there (at all).

Nope.

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Ok, I watched the video.

Ok, I watched the video. Sorry, not feeling the RUSH you described but maybe that's just me. As for the rest...might not be a bad idea. However I'd like to see it converted to make it more 'superhero' and less 'capture the flag' somehow.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

Ok, I watched the video. Sorry, not feeling the RUSH you described but maybe that's just me.

That's probably because all you can do is Spectate watching that video ... because you have No Control over what's happening. Furthermore, if you'd never played the game before, you don't really have any points of reference for what the Foes are that are being fought, don't know how they "work" or what their strengths and weaknesses are, which damage types are effective against what ... and so on.

Or to put it another way ... WATCHING a video of an Imperius Task Force was never exciting for me ... but PLAYING on an Imperius Task Force was frequently an engaging and exciting experience. That's the difference. So if you'd never before PLAYED an Imperius Task Force, it's rather unlikely that you'd feel that sense of excitement that would often happen at particular points during it ... things like attacking the Robot Terminal in Mission 3, or battling Imperius himself with all three Fluffies supporting him with an ambush of Romans running in to distract everyone away from Imperius ... that sort of thing.

To quote a section from The Last Unicorn:

Schmendrik: But you're DEAD! You can't drink wine, can't taste it!
Skeleton: But I [b][i]REMEMBER[/i][/b] ...

So the fact that the video link I posted doesn't give you a "thrill" like it does the rest of us is not surprising. However, that isn't why I posted it. What I wanted people to get from that video was a sense of how Control Points ... "worked" ... in terms of placement and disposition of NPCs (both friendly and enemy, because there were both) as well as some of the "stages" that an assault would go through as "the onion got peeled" as the players fought through to victory (defined as actually capturing the Control Point). I posted it as a demonstration. What you aren't seeing is all of the other possible outcomes that could have taken place during that assault ... the paths NOT taken ... which could have resulted in failure to capture the Control Point. And bear in mind, that the video shows an assault on a Control Point in a "newbie" zone ... which would have been the equivalent of Atlas Park/Galaxy City, Mercy Island, or Nova Praetoria ... so it's not like the Bane shown have all of *their* capabilities enabled yet, nor have the Players. In higher level zones, the Control Points started getting more complex in their layouts, spawn points and patrol routes for the NPCs. NONE of them were cookie cutter copies of each other, making each of them a unique challenge.

Comicsluvr wrote:

As for the rest...might not be a bad idea. However I'd like to see it converted to make it more 'superhero' and less 'capture the flag' somehow.

Control Points were a PvE Capture The Flag game element, which then COULD act as a "gate" to accessing additional game content (such as Mission Contacts and the like). Not all Control Points in Tabula Rasa had friendly Mission Contact NPCs in them while they were held by Blue Team against the Bane ... but some did (again, each Control Point was unique in that respect). They all followed the same general game DESIGN principles, of being a "defended fortification" with an "Obelisk" inside that when interacted with for 10 seconds changed which "side" held the Control Point. And it wasn't JUST Players who could capture a Control Point! NPCs could as well ... either for the Bane (obviously) but also for the AFS too (the Blue Team)! More than once, I saw a group of players (including myself) be completely absorbed in the process of mopping up inside a Control Point, when some allied NPC would go over to the Obelisk and actually complete the capture operation for us!

So although you might look at it as a "simple" sort of Capture The Flag kind of objective system, that's just the first layer of what was going on. The thing was that the Control Points were "more than that" because they offered a DYNAMIC combat opportunity that required very little "scripting" for them to yield a wide variety of experiences in gameplay. Think of Zone Events such as the Protester Event in Nova Praetoria, or the Syndicate Takedown in Imperial City, or The Great Escape in Neutropolis, and how the scripting for those events pretty much "mandated" a particular sequence of actions and strategies to succeed at them. Control Points functioned much the same way ... but they were freestanding "permanent" features of the zone environment, meaning they didn't "happen" on some sort of a countdown timer like the Praetorian Zone Events did, because they were always there.

In fact, one of the strategies involving Control Points was that NPCs would be spawning to try to take them not *quite* continuously, but fairly often. The thing was, the AFS NPCs that would spawn in to do this would always be hopelessly outnumbered, so they wouldn't get very far (and would usually just run in and die horribly like idiots). But those "futile" attacks by friendly NPCs also created [i]opportunities for Players[/i] to jump in and engage, perhaps turning the tide in favor of your side. In other words, there were PLENTY of opportunities for the Player to act "The Hero" when it came to assaulting and capturing a Control Point. These were Pitched Battles where it wasn't JUST the PCs fighting the NPCs ... there was also an NPC vs NPC element to it as well, giving you the feeling that you were fighting as part of something LARGER THAN YOURSELF, rather than just being a soloist running around in the woods (or cruising the city streets).

An analogous situation was the revamp of Atlas Park ... where you had PPD and Longbow patrolling the streets and mixing it up with the Criminal Element, creating NPC vs NPC street battles that the PC could participate in. Same deal in Croatoa, where you had NPCs that would fight it out with other NPCs in the alleyways and woods (and skies!) and whatnot. But as you'll recall ... NONE of those battles was "over" anything of any importance. There were no "objectives" to fill that prompted those battles. They were just two hostile NPC groups fighting it out because they hated (ie. aggroed onto) each other. There was nothing for them to "accomplish" if they "won" their fight, since they'd either just stroll on down the street (or whatever) or they'd just stand around waiting for some Hero (or another NPC) to come pick a fight with them (again). In other words, they weren't fighting OVER something ... like say, control of a piece of territory ... they were just fighting for the sake of fighting so that the zone wouldn't JUST be a bunch of static enemy groups standing around waiting for some Player to come along and DO something.

Capture the Flag gives NPCs (and PCs) a goal ... a reason ... a motivation ... an OBJECTIVE ... to join the fight and Fight FOR ... even if the "victory" in capturing that flag is only a temporary one, rather than being "permanent" in some form or fashion. The whole point of having Control Points was that they WOULD "switch sides" in a Capture The Flag sort of fashion. The difference was that this was World PvE as opposed to being some kind of PvP map.

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Its worthwhile pointing out

Its worthwhile pointing out that the Control Point in the 1st video was one of the very first control points that you took over (outside of the tutorial). And due to how the levelling process worked, you basically had 2 classes to choose from (Soldier or Specialist), if you werent Recruit level. This limited the number of weapons/skills available.

So it would be similar to watching a level 3 mission in CoX, where you only have 3 or 4 abilities available. And that is including brawl.

If there was one in the later levels, that could show off more stuff, especially with the fact that to take one of the control points *solo* needed some serious forethought on how you were going to do it (and maybe a bit of landscape climbing to get to nice sniping places).

*shrugs* I personally found watching a *lot* of CoX gameplay videos to be uninspiring, but that is just my own thought.

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I probably should have

I probably should have included this earlier, but here's a video of a different player, playing at the exact same Landing Zone Control Point as in the first video I posted, except that the Blue Team gets overrun and the Bane take the Control Point while the player (and some other players, apparently) are still inside of it.

[url=http://www.youtube.com/watch?v=bV9G89oclIA]Landing Zone Defense Failure[/url]

Here's a different video of a different location ... the White Oasis Control Point in a high level zone. This video is notable for the fact that it demonstrates something I talked about previously with these kinds of Capture The Flag sorts of situations, where a Player can be involved in defending a Control Point, have that Control Point get overrun and captured by the Bane, so the player gets "Locked Inside" the Control Point, MORE hostiles spawn in(!) ... but you just keep fighting ... and if you persevere long enough (and fight smart enough), and especially if you have another player or few helping you ... it's entirely possible to [i]retake the Control Point [b]from within[/b][/i] without having to batter down the Force Field on the front door in order to gain entry. This video shows you the sort of Mass Combat CHAOS that you could encounter (routinely!) at a Control Point battle, where you could be facing off against as many as 50+ enemy Mob spawns at once, be outnumbered at least 5:1 (if not 10:1 sometimes, or even more when things REALLY went bad!) and be dealing with a [b]Target Rich Environment[/b] that was just a frenzy of activity.

[url=http://www.youtube.com/watch?v=WADeltlMewA]Defending White Oasis[/url]

For me, even now, hearing that "GOOONNNGG!" sound of the Bane spawning in where the Dropships would drop them off ... it inspires feelings of terror, dread ... and an almost perverse sense of "Don't worry, Little Brother ... [b]THERE'S MORE[/b] ..." (for those of you who ever saw the movie, The 13th Warrior). That and the hissing, whispered voices of the Bane as they mock and threaten the Humans and their allies ... which I always found particularly effective and a brilliant bit of Sound Design and Direction. And then there's the Air Raid Sirens calling all troops to battle (which you can barely hear at the beginning) when the Bane Assault starts up. So much brilliance and good work by the Tabula Rasa Dev Team.

People talk about Team 8 Missions being fun to play because you'd get to fight against MASSES of opposition in them in City of Heroes. Control Points were where that kind of ... battle ... took place in Tabula Rasa ... and it was World PvE, rather than an Instance you went into with a Team.

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After watching the video

After watching the video again I figured out why it didn't 'send me' ( I wanted to be fair and give it a chance): It was all about guns and so forth. I'm not a FPS player so running about shooting stuff doesn't do it for me. However I have every reason to believe that if I saw the same thing with some burly cyborg smashing things then it would catch on.

Just have to see it in context is all...

I remember when Star Wars was cool...a long, long time ago...

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Yeah, Tabula Rasa was a "tech

Yeah, Tabula Rasa was a "tech" universe with a military theme to it, so it was all guns and grenades and rockets and pistols and rifles and ... you get the idea.

But, if you watch those videos I posted and start imagining substitutions ... Scrappers, Tankers, Brutes, Masterminds, Defenders, Controllers, Blasters, Dominators, Corruptors, Stalkers ... taking part in the battle instead (without all the ratta-tatta-tat of gunfire), I think it would be easier to see the appeal. Tabula Rasa had ONE "melee" class, the Spy, whose weapon was ... the Blade (in different "flavors" of damage types). Since I was so prone to Scrapperlock in City of Heroes, I played as a Spy in Tabula Rasa, so for ME it wasn't all about the "Pew Pew" but all about the "Snicker Snack!" of my Blade slicing through Bane. Of course, as a Spy wielding a Blade, you basically LIVED to get behind everything for the Backstab Bonus to damage that could let you take things out in only a few hits ... except for the "Giant Monsters" which took a lot more swings to take down (of course).

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Redlynne wrote:
Redlynne wrote:

Yeah, Tabula Rasa was a "tech" universe with a military theme to it, so it was all guns and grenades and rockets and pistols and rifles and ... you get the idea.
But, if you watch those videos I posted and start imagining substitutions ... Scrappers, Tankers, Brutes, Masterminds, Defenders, Controllers, Blasters, Dominators, Corruptors, Stalkers ... taking part in the battle instead (without all the ratta-tatta-tat of gunfire), I think it would be easier to see the appeal. Tabula Rasa had ONE "melee" class, the Spy, whose weapon was ... the Blade (in different "flavors" of damage types). Since I was so prone to Scrapperlock in City of Heroes, I played as a Spy in Tabula Rasa, so for ME it wasn't all about the "Pew Pew" but all about the "Snicker Snack!" of my Blade slicing through Bane. Of course, as a Spy wielding a Blade, you basically LIVED to get behind everything for the Backstab Bonus to damage that could let you take things out in only a few hits ... except for the "Giant Monsters" which took a lot more swings to take down (of course).

Dont forget the Linkers... those really annoying mobs in TR, which reflected *all* the damage back to you when they were charing up... they were *really* annoying if you mistimed a backstab (as in it was essentially a suicide kill).

I also liked the fact that EMP weapons were *only* useful for taking down shields on mobs (or electrical targets), which made the choice of damage very nice. Thankfully, all damage types (for a weapon type) all used the same ammo, so no need to get more fire ammo for your fire weapon.. you just picked up the standard ammo for that weapon type.

Oh, and "crit kills" were nice as well because they also damaged enemy mobs in the area (only a small amount but it was noticable).

*sigh* I *really* do miss that game.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Comicsluvr
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If we did this in the same

If we did this in the same spirit of everyone gets kill-credit without having to form a team then this could be a blast. Put a relatively small one at the end of the tutorial. Say that the Trolls are hopped up on Dyne again and terrorizing a city block. Include a warning that new players might not want to respond because they'll be going right into action. If you choose to respond you go to the action a few blocks from downtown/ If you skip it you come out where everyone else does and can check it out later. Then scatter more of them around with different themes (Villain attack, monsters on the loose, even a fire or natural disaster).

Ok...now I can see this big time!

I remember when Star Wars was cool...a long, long time ago...

Redlynne
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{chuckle}

{chuckle}

Uh ... not to burst your bubble too hard, but the original Tutorial for Tabula Rasa had the culmination of your first battle be ... {drum roll please} ... capturing a Control Point!

Okay, okay, it wasn't the full on DOGPILE kind of combat you saw in the actual game zones beyond the Tutorial, so you were dealing with a very limited number of spawns who only spawned once, and it was set up as a learning experience rather than a grueling grind, so that even newbies learning the combat system could get through it without TOO much trouble. But the next to last "combat" thing you did before heading into the Cave (to fight off a couple Thrax guarding your first Logos) was ... to capture a Control Point. That meant the whole deal of getting in through the force field (the tutorial let you place some detonator charges to bring the force field down without having to DPS your way through it), going in, mopping up, and then "being the Hero" who did the action to take the Control Point (the warning horn sound FX and the 10 second countdown to switching the Control Point from Red to Blue). That then "secured" the base you'd just recaptured and allowed your side to send in all of the NPCs who would staff and man that base and hold it against any further invaders (there were none in the tutorial, of course).

The beauty of that was, by the time you came across the Landing Zone there in the middle of the Concordia Wilderness, you already "knew" everything you needed to know about HOW to capture a REAL Control Point (although you didn't have any experience yet in *doing* it FOR REAL on a map that wasn't a tutorial).

So where City of Heroes had Coyote in its tutorial, sending Players out to complete an instanced Door Mission ... Tabula Rasa had Players capturing a Control Point as part of their tutorial introduction to the game (with a few "shortcuts" thrown in to make it easy enough for newbs and to introduce important concepts and game mechanics).

So on THAT score at least ... Tabula Rasa was WAAAAYY ahead of you! ^_~

Now ... take this concept even further ... and IMAGINE for a little bit how the idea of a Control Point could have been implemented into City of Heroes (if the Devs had ever really tried).

Remember how in the revamp of [url=http://paragonwiki.com/wiki/Mercy_Island]Mercy Island[/url], Arachnos basically got "kicked out" of [url=http://paragonwiki.com/w/images//0/08/MercyIsland_FortDarwin2.ogg]Fort Darwin[/url] in the northeast corner of the zone map for Issue 21? Now imagine if Fort Darwin had been turned into a Control Point that was a World PvE, Capture The Flag operation. Villains could go and CHALLENGE Longbow, [b][i]taking back Fort Darwin[/i][/b] and trying to hold it against the retribution strikes that Longbow would have sent against Fort Darwin to recapture it from Arachnos! Longbow could have been POURING resources into holding onto Fort Darwin. There could have been a Fortunata Contact at Fort Darwin, who only appeared there while Fort Darwin was held by Arachnos, who would hand out "special" Missions to Villains (who were in the level range of the zone), giving Villains a motivation ... an excuse, if you will ... to go to the effort of taking down Longbow and (at least, temporarily) taking back Fort Darwin for Arachnos. There could have even been a Special Explorer Badge that would only "work" while Fort Darwin remained held by the Villains (ie. if Longbow held sway, you wouldn't get the Badge pickup even if you stood in the right spot). That kind of thing. Nothing incredibly major ... just something that would give Mercy Island a persistent World PvE Event that players could gather up for spontaneously and do (together) [i]because it was fun[/i] as opposed to doing it because they got some incredibly massive (and game unbalancing) reward of some kind.

Now imagine that the Longbow Base at Agincourt in Nerva Archipelago was a Control Point!

Now imagine that Control Points had been implemented in the Shadow Shard on various Bastions in Firebase Zulu and in The Cascades. Think anyone would have gone there for those?

Oh, and since I've been on SUCH a nostalgia trip for Tabula Rasa lately ... I would be completely remiss in not directing people to the [url=http://www.youtube.com/watch?v=_1XXRDHVWGg]Foreas Base Announcements[/url] ... if only for Humor Value. *^_^*

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Gangrel
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I remember ripping those

I remember ripping those announcements out as soon as they hit (infact, I had a working GLM file ripper during beta). I have a feeling that I was *possibly* a reason as to why they became available for download. Was also handy to get the soundtrack as well (especially [url=http://www.youtube.com/watch?v=2r1pgeH6p-I]Blue Turns To Grey[/url] which was, for me, a really emotional piece of music. I ended up sending it Kerensky the very moment I got my hands on it).

And yes, I do still have the live installer, PTS installer and the game installed on my PC... almost 5 years later.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.