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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

"Moving flags" and new objects for PvP in the Cyrodiil map (supply and prisoner transport, etc)

tinythinker
tinythinker
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Original Thread

An idea came up in an excellent thread about adding/changing things in PvP, and I wanted to give the idea its own thread for review and feedback. Someone suggested the general notion of escort quests, which lead me to consider the following:

There was a thread about supply lines a good while back, but it was more about capping stronghold resources. What if there were supply convoys, like a wagon, that acted like a moving "flag" to be defended or capped, no new quest needed. They would periodically leave from one stronghold or town to a destination with a contingent of NPC guards. You could choose to escort or not at any time, either because you planned to or just ran across one of them. They would stop moving when attacked, and you would get an O-tick for capturing the wagon or a D-tick for defending it, just like a stronghold or outpost.

There are already NPC guards who escort captured NPC prisoners in Cyrodiil, so that could be added as another type of "moving flag".

Capping these moving flags could have benefits beyond AP, such as loot. But capping and defending them could also have additional effects, either on resources, strongholds, or the players involved in he fight. Buffs, debuffs, etc.

Would you like to have new objectives/opportunities such as this, especially those suited to small groups, that can impact the flow of the war and have effects on the strategic moves of an Alliance? Is there anything you'd add or modify to this kind of idea?


Further Elaboration/Examples

Imagine then a supply caravan en route between Roebeck and Brindle. There are several tough NPC guards escorting it. You and a few allies decide to hit it. Once you start your attack it shows up on the map of the Alliance associated with the caravan. It was on no ones map before that. So you've got a time table. If you can cap it quickly enough, you get whatever the rewards are (see above). If not, and some folks from the defending Alliance are nearby, they have a shot at driving you away and, after a minute, getting a defense tick.

While you are hitting the caravan an NPC jumps down and sprints away. It's a courier, who functions like an IC treasure scamp. If you can chase him down before s/he get away there is a big bonus. Similarly, spies creeping around near strongholds would work the same way as couriers but without being tied to a mobile flag.

Now picture going after a prisoner transport. It follows the same basic mechanics as a supply caravan encounter, only substitute intelligence officer for courier. The rewards (loot, buffs/debuffs, etc) would be distinct, and visually they would have some differences. The NPC arrangement and composition could be different to give the fights a different feel.

These encounters would come with a new set of achievements, and could also have their own quests from the mission boards.
Edited by tinythinker on June 29, 2016 12:53PM
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  • Rust_in_Peace
    Rust_in_Peace
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    Guild Wars 2 had something like this with supply carrying yaks that had guards around them.

    You killed the yak and denied the enemy supply to their keeps so they wouldn't be able to repair or build siege. Resources were supply depots, I think can't remember the name, and they were like mini objectives where a small group could easily flip it and grab supply on their way to a keep. Basically there was a reason to take these resources in GW2 because they had something you wanted.

    Something else I liked about that game was how flipping a keep or castle gave you pretty decent rewards and Exp.
  • tinythinker
    tinythinker
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    Guild Wars 2 had something like this with supply carrying yaks that had guards around them.

    You killed the yak and denied the enemy supply to their keeps so they wouldn't be able to repair or build siege. Resources were supply depots, I think can't remember the name, and they were like mini objectives where a small group could easily flip it and grab supply on their way to a keep. Basically there was a reason to take these resources in GW2 because they had something you wanted.

    Something else I liked about that game was how flipping a keep or castle gave you pretty decent rewards and Exp.
    Never played GW2, but good to know it isn't a really out there idea. I would sooo love having such a dynamic objective for small groups.
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    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
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  • AnteCoyote
    AnteCoyote
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    I like this idea. It'd get people out of keeps and incite open field fighting and also give smaller groups something to do off of peak hours. I noticed that outside of peak hours, people tend to just find 2 keeps to fight in between and don't focus on map progress anyway.
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  • tinythinker
    tinythinker
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    AnteCoyote wrote: »
    I like this idea. It'd get people out of keeps and incite open field fighting and also give smaller groups something to do off of peak hours. I noticed that outside of peak hours, people tend to just find 2 keeps to fight in between and don't focus on map progress anyway.
    Yeah, just experienced that a little while ago. :neutral:
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

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    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


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