Pillbox: Difference between revisions
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Should the controlling player leave the centre of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby targets. To regain control, a player will have to re-activate the centre control panel. | Should the controlling player leave the centre of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby targets. To regain control, a player will have to re-activate the centre control panel. | ||
When either side controls their fourth pillbox, reinforcements spawn to support the other faction in the form of two to three Signature Heroes/Villains. At the fifth pillbox another wave of support is spawned if the first set of Signature Heroes/Villains has already been defeated. | When either side controls their fourth pillbox, reinforcements spawn to support the other faction in the form of two to three Signature Heroes/Villains. At the fifth pillbox another wave of support is spawned if the first set of Signature Heroes/Villains has already been defeated. | ||
At the capture of all six pillboxes for a side, the zone is "won" by that side, and a five minute counter begins. After the five minutes (or shorter: see below), all characters get the message "Dimensional Reversion" and the pillboxes revert to neutral status. All neutral pop-up turrets then respawn on all pillboxes. During the five minutes, the winning side can continue to defeat enemy heroes/villains for bonus credit towards their side's [[Heavy]]. In the five minute timer, the losing side can defeat opposing heroes/villains to cause an early Dimensional Reversion. | |||
== Badges == | == Badges == |
Revision as of 06:31, 12 September 2007
Overview
Pillboxes exist in the PvP Zone of Recluse's Victory. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surounding zone.
(Images of uncaptured and Longbow captured Pillboxes to be inserted)
Pillboxes have 4 turrets located at each of the crossshaped corners that start out as Pop Up Anti-Personnel Guns. Once all 4 Pop Up Turrets are defeated, the player can head to the centre of the Pillbox and activate the control panel. Once the capture process (which can be interrupted) is successfully completed, the four corners of the Pillbox convert to 2 different sets of 2 missile Turrets. Control of the missile Turrets passes to the player - the Turrets can be controlled by all Archetypes by the /Petcom commands, but for a Mastermind, the Turrets appear in the Pets window, complete with inherent powers.
A Dampening Field is also set up around the player, preventing offensive teleporting (Teleport Foe)
Duration | Active while in the AoE of the Dampening Field. |
Effects | Auto: -Teleport |
Should the controlling player leave the centre of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby targets. To regain control, a player will have to re-activate the centre control panel.
When either side controls their fourth pillbox, reinforcements spawn to support the other faction in the form of two to three Signature Heroes/Villains. At the fifth pillbox another wave of support is spawned if the first set of Signature Heroes/Villains has already been defeated.
At the capture of all six pillboxes for a side, the zone is "won" by that side, and a five minute counter begins. After the five minutes (or shorter: see below), all characters get the message "Dimensional Reversion" and the pillboxes revert to neutral status. All neutral pop-up turrets then respawn on all pillboxes. During the five minutes, the winning side can continue to defeat enemy heroes/villains for bonus credit towards their side's Heavy. In the five minute timer, the losing side can defeat opposing heroes/villains to cause an early Dimensional Reversion.
Badges
You have taken over 10 pillboxes in Recluse's Victory, making you a Time Machinist.
50 pillboxes have fallen into your hands.
100 pillboxes have been captured by you, you are truly a Time Bandit.