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Gang warfare can be simply explained as fighting between [[gangs]] which occurs on a 15x15 square map, Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory.
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Gang warfare can be simply explained as fighting between [[gangs]] which occurs on a 15x15 square map. Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory.
  
 
==Player Controls==
 
==Player Controls==

Revision as of 19:37, 4 February 2009

File:Gwscreenie.gif
Gang Warfare Screenshot
What: A new feature for Legacy.
Why: To create a more realistic gangster feel; has been suggested several times in the past, as a way to make gang membership more meaningful. Also it is lots of fun.
More Information: Much more info in the "gang codex" book, in your gang library.


Gang warfare can be simply explained as fighting between gangs which occurs on a 15x15 square map. Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory.

Player Controls

Upon entering the wasteland, players can use the arrow buttons on the sides of the minimap to move in four directions (North, East, South or West). Statistics such as gang control, structures built, and players in the area are shown to the right of the minimap. Below is a small chat area, which relays various messages in addition to player chat. Messages entered in this box are only received by those on the same square.

Territory

Players can take territory by staying on any square adjacent to one owned by their gang. If it is a neutral square (not owned by anyone), the control percentage for the person's own gang will rise. If it is owned by an enemy gang, that gang's control percentage will drop. The rate of change is determined by the number of players and guards on the square. Once a gang's percentage reaches 50%, they then 'own' that square, and it will change to the gang's color. Sitting on your own territory will cause your percentage to rise (it will not exceed 100%).


Exposure

Due to the toxic atmosphere in the wasteland, a player's time there is limited. Every minute spent within the wasteland, his/her exposure to toxicity rises by 1%. Once a player's exposure reaches 100%, they collapse and are taken back to the hive. They then must wait until their exposure drops down to a reasonable level (90% or less) before returning. To recover, a player must spend 2 minutes per percent outside the Wastelands. Exposure drops 1% every 2 minutes in the Hive.

Fatigue

In addition to exposure, fatigue is another factor that weighs down on you in the wastelands, although in a different way. For every person you kill in the wastelands, you gain a fatigue point, which decreases your total stats at the following increments: 5%, 10%, 20%, 40%, 60%, and 90%. You lose one fatigue point for every 2 minutes that pass afterwards. This makes for more competitiveness, as Avatars on -6 Fatigue have to wait 12 minute's until they're back to normal. Before the Fatigue system was introduced a Fully Equipped Avatars could come to a Square and wipe out ALL 10, whereas now after 6 kills there Fatigue is that low the are the Equivalent strength as a lvl 15-20, who, of course, could easily kill said Avatar.

Guards

Guards are similar to hunting NPCs, except they do not give XP, and must be cleared from a square to gain control, or destroy a building upon the square they were on. Guards keep an eye over gang territory for the councils, although they are controlled completely by AI. They redistribute themselves hourly, finding the most vulnerable areas to guard. Guards have different levels, with 85 on HQ - 80,60,40,20 fanning out from deployed HQ, and 70,50,30,10 fanning out from undeployed HQ. In basic, the further from the HQ, the weaker they are.

Headquarters

Headquarters are the base of operations; every gang has its own. When entering the wasteland, a player will begin at his/her gang's headquarters. According to Zorg's blog (Dec. 13th 2006), gang council will be able to move the gang headquarters by first deploying them, then controlling their direction (move north, west, etc). Deploying headquarters will take one full day, as will undeploying.

Structures

Structures are purchased and built by gangs, and can be "attacked" by enemy gang members. This happens automatically as its housing square is taken. These are the current structures available.

Gang1power.gifGang2power.gifGang3power.gifGang4power.gif Solar Station - Solar power units that generate power from even the lowest light levels. (+50 total power.)

Gang1mine.gifGang2mine.gifGang3mine.gifGang4mine.gif Metal Refinery - Mine deep in to the wastelands and refine metal. (+5 metal per hour.)

Gang1def n.gifGang2def n.gifGang3def n.gifGang4def n.gif Defensive Turret - This turret will help fight off any enemies. (+5 to local guard level, +10% to local player stats.)

Gang1barracks.gifGang2barracks.gifGang3barracks.gifGang4barracks.gif Barracks - Increase the total guards at your gangs disposal. (+50 total guards. ( Limit : 2 ))

Gang1beacon.gifGang2beacon.gifGang3beacon.gifGang4beacon.gif Beacon - Allow quick teleportation to a location with phase shifters. (Special structure. ( Limit : 5 ))

Objectives

Objective are what the gangs fight over, there have been many objectives and more still to come. Here is a list of the objectives that have been made for the Wastelands. Not all objectives have, or ever will appear on one map. This is just a list of the ones that have been made.

Capturable Objectives

  • Field Hospital Field Hospital (Used: Map 1,2)
    • Allows the controlling gang members to heal 24 hours a day without having to wait for the hospital to open.
  • Gang Shop Upgrade Shop (Used: Map 1,2)
    • Sells various weapon upgrades to members of the controlling gang.
  • Alien ArtifactAlien Artifact Alien Artifact (Used: Map 1,3)
    • Can be used once per day, when activated this artifact can protect your gang members, granting them +10% armor for one hour.
  • Prototype ERSPrototype ERS Prototype ERS (Used: Map 2,3)
    • Can be used once per day to clear your whole gang of fatigue and exposure. Has a 25% chance to malfunction removing all gangs exposure. Using it requires your gang has 150 spare power.
  • Radar Jammer Radar Jammer (Used: Map 3)
    • Can be used once per day hwn activated it blocks out the overview from all four gangs. Also stops the building of structures.

Non Capturable Objectives

  • Neutral Square Neutral Square (Used: Map 2)
    • This objective cannot be captured, it allows phasing by any gang and counts as one of your squares to all adjacent.

Warfare Points

Warfare points can be earned in a number of ways, such as helping take over an enemy square, helping increase your gang's control of a given square, defeating enemy players and guards, and destroying enemy buildings. These points can be donated to the gang to build structures and can be used to buy warfare rewards from the Gang Shop.

Warfare Scoring

The Oct 2008 - Dec 2008 map was the first to have recorded points (The points system was created by Deeg). This is the layout of the points system.

+10 points: Control of a Square
+20 points: Square + Power Station
+20 points: Square + Metal Refinery
+15 points: Square + Defense Turret
+50 points: Square + Barracks
+20 points: Square + Beacon
+25 points: Square + Deployed HQ
+15 points: Square + Undeployed HQ
+200 points: Square + Objective

Results

Zorg was pleased by the results of this points system, and as a result there will be no changes to it. The following is the yearly results, using the points system above.

Yearly Results 1

Warfare Maps

The following is a view of all of the Wasteland Maps that have been used.

South-West Wastelands

The first map released by Zorg. This map has 42 of the 255 squares inaccessible, due to obstacles.

First Map, Blank MapFirst Map, Buildable View

South-East Wastelands

In 2008, A vote was held after a few Wasteland Conventions (Wastecon's) in Online Chat Everyone agreed to a Wasteland reset every 3 months, on the first reset in October 2008 Zorg released this new map. This map has 35 of the 255 squares inaccessible, due to obstacles. This maps main feature was the "Avatar Playground" in the lower area, as only Avatars could get down there.

Oct - Dec 2008, Blank MapOct - Dec 2008, Buildable View

North-East Wastelands

January 2009, Zorg reset and released the third WL map. This map has, a winter theme, a new feature is the randomized melting ice to the east, and west. This map has 52 of the 255 squares inaccessible, when unfrozen, and ?? of the 255 squares inaccessible when frozen.

Jan - Mar 2009, Blank MapJan - Mar 2009, Buildable ViewJan - Mar 2009, Radar Jammed Map