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New Event Structure Suggestion

Archangel

Current BCO. Former SPEAR.
Joined
Mar 24, 2020
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Age
22
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steamcommunity.com
So this 'idea' that I have could be implemented in a number of ways. If it's not accepted
that's fine. I just think this would be a cool way to handle events.

Instead of the usual dropping from the Halcyon-Class Cruiser. Maybe events could be structured the same way
Halo Wars missions are? Make a 'firebase'. And you have a limited amount of resources, so you send in small strike teams of
marines and other factions to collect resources and eliminate hostiles to complete smaller objectives and work up to the main objective.
If that's killing a HVT, Capturing or otherwise.

Lists of reasons that this would be a better structure for events.
1. It allows factions like Naval Operations and ENDVOPS to make supply drops to the firebase(s) allowing for more RP.
2. It makes the basic or 'starter' factions do important jobs such as grabbing crates or materials around the map and bringing them back to base.
Killing some NPCs on the way of course.
3. This allows GMs to start events sooner. As setting up a firebase and setting up some small objectives allows them to focus on RP and the main objective even more.
4. It wouldn't 'increase' time of events. Most events are in between an hour and two hours. Which just saving a dupe of a small 'firebase' and setting it up
in an assembly area would work well. + it would also help with QMs just setting up in a nearby building.
5. MedRP would be through the roof. Injured soldiers returning back with resources can get healed and treated, then put back into the fight.
6. The more 'elite' factions like ONI, Spartans and Silent Shadow can have smaller objectives that add more impact to others. So they can either choose to help take out a camp of enemies to help other groups push further. Or they could focus on taking down communications towers and disorient the main enemy groups while they push for the main objective.
7. Engineer RP would be amazing. Setting up generators and turrets in the firebase. Setting up comms towers. Repairing hornets and falcons and pelicans?
8. VoiceAMP'ing from the GMs would be great. So lets say there's two groups pushing against the main FOB for the enemy group(s).
The GM could VoiceAMP as an enemy character. And 'sound an alarm' calling in all other groups in the city or map to return to base. This would add strategy
where the marines and army groups could protect the two groups attacking the FOB. So while the FOB is being attacked by the UNSC. Reinforcements
for the enemies are cut off by the army and marines. Adding RP that actually matters into an event rather than randomly spawning NPCs in some areas.
9. BaseRP from Engineers and Combat Engineers would actually matter, them building defences and making sure the bases are well defended. Even a small group of marines, lets say half the marines stay at the firebase. Would make RP interesting. Strategy would be needed to defeat enemies rather than brute force. While Spartans do have speed boosts and a large health pool. I see this as good. It makes them a stronger unit just like in Halo Wars. And allows them to take on the stronger objectives.
10. SOS FleetRP would be somewhat needed. If the firebase would be overrun. UNSC forces taking a beating. The SOS could call in for ship reinforcements. Effectively bringing in both air support and ground troops to clear the path. The GMs could use small GBombs to make explosions in places outside the players visible FOB to make it sound like the SOS are 'cleaning up' enemy forces. Which would be amazing.
11. Objective failures would actually matter. I see way too many events where the GM says there's a NPK scenario. And then most NPK's will be voided due to circumstances that happened. Or TempNPK's will go out for M.I.A. I think making harder objectives in the events NPK'able just like they are now. But with purpose. So lets say C12 charges are set by a group of army at an AA Turret outpost. They hear from the Naval Intel Reinforcements are coming in. They could do two options.
1. Stay and fight off reinforcements and then leave with a possible NPK if dying to the reinforcements.
2. Run for their lives and just blow the charges to be on the safer side.
12. Factions should have impact on how the event plays out. Yes, you have a plan as a GM for your event. But you should list backup plans. Or add a butterfly effect to your events. A 'butterfly effect' is used in RPG's. Like for example: Heavy Rain, Mass Effect, Until Dawn and many more. The butterfly effect means that the path you take in decisions will effect storyline. And effect the ending. This should be true for events too. As winning is good, failure is sometimes required. And failing events shouldn't be looked down upon. It should add RP to characters.

I know most of these ideas won't be used. Which is fine. I'm only here to suggest. I love the GM Team and want to see you guys bring many more great stories to Revival. Hopefully, you take some of my ideas and make the events better. Some of these ideas I got from the community. Talking with people. But some were also my own ideas. I hope to see you guys use these. And yes some of these ideas would take teamwork from GMs working together and more helpers.
You know what I say to that? Good. GMs should work together. Collaborate your ideas! Make storylines with one another. Again. I'm not here to 'dictate' how an event should go. These are only suggestions. Whether you take them or leave them is up to you. Thanks for reading guys!
 

Archangel

Current BCO. Former SPEAR.
Joined
Mar 24, 2020
Messages
16
Points
1
Age
22
Website
steamcommunity.com
Boss battle ideas to add to this thread:
1. 'Third Wing', Three URF Pelicans. Limited to burst fire. Three round bursts. Must wait 3 seconds after each burst. The mechanic to this fight is that when one pelican is fired on, that pelican being fired on cannot fire back and must have the other two pelicans cover it. Adds teamwork. Their equipment is experimental. Fighting the whole server is optional but not advisable.

2. 'Covenant Scramblers', Covenant Spec Ops Team with cloaking equipment. When uncloaked they cannot recloak for 10 seconds. When cloaked again they can call in two waves of ten NPCs. A total of twenty. Comms are cut when they arrive. And they should target smaller groups. Team of four sangheili. Their 'backstory' is optional. But adds a reason to take them out. They're tasked with killing detachments of UNSC. They do this by separating regiments into groups and killing them one by one. If they're not killed. The UNSC's forces will eventually be splintered. Should be in an enclosed space and fighting a certain group. Not the whole server.

3. 'Supply Stalkers', A URF Detachment designed to steal Cargo and shipments from the UNSC to their firebases and outposts.
They got hold of a shield technology and redesigned it. The way this fight would work is there would be an 'unkillable' Shield box in the room.
The 'Boss' can stay in this box for 10 seconds and be in godmode, taking no damage. In this 10 second display. He deploys three groups of NPCs. 15 each area. Then he comes out the shield for 20 seconds. The boss should have a 5000 HP Health pool minimum and be limited to a shotgun or flamethrower. Should be in an enclosed space and fighting a certain group. Not the whole server.

4. 'Breach Jumpers', a URF group that stole a frigate from the UNSC. This frigate carried experimental jetpack equipment.
These jetpacks can last 20 seconds in the air. This jetpack squad should be limited to DMRs, Battle rifles, and Pistols. But have a HP pool of 4500 each.
And five in this squad. The breach jumpers should be in an enclosed space and fighting a certain group. Not the whole server.

More boss fights will be added and edited when I get more ideas.
 
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