Hey, I got an idea!
Actually it was totally inspired by The Tuskers' DeathRace initiative, led by Rixx Javix, which felt so good! I missed the whole party, but I do see the reactions and I’m so happy. Thank you for this, Mr "Famous Pirate"!
Actually it was totally inspired by The Tuskers' DeathRace initiative, led by Rixx Javix, which felt so good! I missed the whole party, but I do see the reactions and I’m so happy. Thank you for this, Mr "Famous Pirate"!
The idea is called "Hunter Games".
It is influenced by some existing examples from books and
films, I’m sure you will remember them. Basically it involves a bounty hunting
pack, chasing a smaller group of fugitives that have a chance to defend and get
out, following a define pattern in order to get their reward.
I think I have read about something similar in the EVE
blogosphere, but haven’t heard anything about practicing it ingame.
To the point.
Let’s define the parties involved.
First we gotta have someone that would issue and organize
Hunter Games. I will call these people Admins. Secondly – there should be one
team of Hunters and of course, one team of Fugitives.
In general, Hunter Games may have two different versions:
Player Made and Ingame Implementation. Let’s take a look at them.
Player Made
The Admins should promote their Hunter Games in public
space or pick the teams some other way, defining the reward that Fugitives may
get, the reward that Hunters may get, both may be different, and also defining
the rules for the games.
Hunters and Fugitives teammate count ratio should be
something like 2:1, 5:1, 10:2, 10:5, 20:5, 30:5 in all cases Hunters should
have superior numbers.
Then the Admins should specify the starting point for
each team. In order for the Fugitives to have some advantage, the Hunters
should start several jumps away from the constellation where Fugitives team
starts.
The Fugutives’ goal will be to find and reach named
Secure Containers. These should be their checkpoints. All Checkpoint Secure
Containers should be named and their names should be known by both Hunter and
Fugitive teams (but not their location). Admins should tell Fugitives the
passwords for all Secure Containers.
Once a member of the Fugitives team reaches a Checkpoint Secure
Container he/she should enter the password, and get a specific item from there,
let’s say 138 units of Zydrine (don’t ask why, I just picked this type) – like
a code item or Key. Once they have the Key, they should tell Admins what it is
exactly (in our case 138 units of Zydrine) in order for the Admins to confirm
and tell them where they should look for the next Checkpoint Secure Container –
they should point them to a new Constellation where the Checkpoint is hidden.
Hunters should also be looking for these Checkpoint
Secure Containers in order to keep track of their prey. At the start of the
games Admins should tell them the Constellation where the first Checkpoint is
hidden. Once they find a Checkpoint, they should tell Admins its exact location
and then Admins should tell them the Constellation where the next Checkpoint is
hidden.
And here goes the fun part. Fugitives must be fast enough
to locate the Checkpoints and get the Key items in order to advance further.
Their reward will always await them in the last Checkpoint Secure Container.
Only Fugitives would know the containers passwords. In case of slow performance
it would be very probable that Hunters find the Checkpoints first and set some
ambush for their beloved Fugitive bunnies. Once Fugitives reach their last
Checkpoint and grab their reward, they should proceed to the last stage of
their struggle – something I will call "The Final Run". Simple – Fugitives must
reach a safe place – a station where they can keep their Reward Items. Until
that happens the Hunter Game will not be over and Hunters will still have a
chance to kill Fugitives and get a double reward – one time for killing the
prey and second one for getting their Reward Items.