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« on: March 21, 2009, 09:36 »

        Guide to Notum Wars & Land Control


        Overview

Land Control Areas (LCA's) appear as green patches, marked on the mini-map and also maps like CSPmap, scattered throughout various RK zones. These areas are designated by the ICC for notum mining operations. LCA's might be vacant if a battle has occurred at the LCA but most LCA's are usually occupied by organizations and acquiring them involves players destroying the structures on the site and Player versus Player (PvP) combat.




        Land Control Area Structures


        Control Towers

Organizations can take control of a site by having a member of higher ranking plant a Control Tower (CT) on them. All LCA's have a set level range that governs the QL of any CT or tower that can be placed on it. This information appears on the mini-map after entering an LCA and also on maps like CSPmap. A level 75-100 LCA will only hold towers of QL 75-100. CT placement requires 4x QL of the CT in Computer Literacy and 3x QL of the CT in Psychology. A QL 200 CT requires 800 CL and 600 Psychology.

The main control tower has about 10 times the amount of hitpoints as that of a regular tower. Each tower placed on the LCA provides the CT with extra hitpoints, increased health regeneration and a 5 point cumulative damage shield per tower. CT's can be bought in the Towers shop from QL 10-250.

Organizations can have a maximum of 5 CT's placed, and each CT must be of a different Tower Type level, listed on the CT. Here are the different Tower Types and their corresponding levels:

     1    QL 10-33      Type I
     2    QL 34-81      Type II
     3    QL 82-128     Type III
     4    QL 129-176    Type IV
     5    QL 177-200    Type V
     6    QL 201-225    Type VI
     7    QL 226-250    Type VII


An organization could have a QL40 and QL100 CT, but not a QL40 and QL75 CT, as they would be of the same Tower Type level.


        Other Towers

LCA's can host a maximum of 60 structures or less depending on the amount of space. These consist of turrets, guardian conductors and SAM batteries. These towers will attack enemy units that are in PvP level range of the tower. Each has an equivalent amount of hitpoints, but turrets have a much more powerful attack. SAM Batteries reportedly have a half chance to shoot down an enemy airstrike.

Towers provide stat boosts to the players that build them, wherever the player goes. Guardian conductors also have friendly vicinity modifiers for friendly units or hostile vicinity modifiers for enemies that only effect players when they are in proximity to the conductor. A list of all available towers is at the end of this guide.


        Tower Placement

Tower placement is initiated through the mini-map using the Build button. If the button is not there, click the information icon button in the upper left corner of the mini-map and check the Show Buttons option. Drag and drop towers onto the Build menu, press Check and a myriad of conditions are tested to allow for placement. If all conditions check positive, then the Build button will become available and pressing it will raise the tower!

Players can only build towers that are 'unique' to them, meaning, if multiple towers are built, a player cannot build the same type of tower on that LCA or any other, e.g., controlling two Simple Missle Turrets is not allowed. There are also limits to how many total towers a player can build, based on their level:

     Under 15  No Towers
     15+       1 Tower
     75+       2 Towers
     150+      3 Towers
     200+      4 Towers


Players can destroy their own towers by first targeting the tower, then sending /tower terminate through the chatbar. If a player leaves the org, all towers they placed are immediately destroyed, except for the main control tower.




        Attacking and Defending Tower Sites


        Suppression Gas and Level Limits

LCA's are open to attack for a block of 6 hours everyday based on the original time the site was taken. This open time cannot be reset unless the CT is destroyed. Upon destruction of a CT, the winning faction has an opportunity to place a CT on the site. If no CT is planted, soon after, all organizations are allowed to take control of the LCA. Whenever a CT is erected it can immediately be attacked and the entire LCA remains open to attack for an hour, after which the LCA begins a 'suppression gas' cycle, starting at 75%:

        During 75% the LCA cannot be attacked by players, this level lasts for 18 hours then changes to 25%..
        During 25% the LCA can be attacked by all players from enemy factions, this level lasts for 5 hours then changes to 5%..
        During 5% the LCA can be attacked by all players except members of the org that control the LCA, this level lasts for 1 hour and then the site returns to 75%.

Friendly units should team with members from the controllers org to prevent towers from firing on them during 5% suppression as towers will attack players even of the same alignment unless teamed!

For PvP, there are upper and lower level limits placed on players governing the level of players and towers they can engage in combat and this has unique applications regarding LCA's. Players cannot buff other players in political zones or areas of 25% or 5% suppression if they are out of leveling range. If a player is out of PvP range other players won't be able to cast any heal or heal-over-time programs on them and heal pets will disregard any order to actually heal the player.

If the suppression gas varies between two players, the lesser level suppression will be applied when trying to cast buffs on each other. When moving between areas of different suppression there is a 60 second grace or 'disgrace' period before the change takes effect. When moving into an area of lesser suppression, making any hostile actions, including attacking monsters, will negate the grace period immediately. In 25% and 5% suppression gas, players are not allowed to cast friendly buffs on enemy targets.


        Initiating an Attack

For organizations that control a tower site already, attacking another LCA is as simple as firing at the towers. For players not in an org and orgs without a site an Emergency Defense Shield Neutralizer (shield disabler) is required to be used on one of the structures first. Shield disablers require an amount of Quantum Field Theory equal to their QL and can be bought in the Towers shop. To use a shield disabler, a player must be in PvP range of the main control tower and use disabler that is the same QL or higher as that of the CT. A disabler can be used on other towers also, but the conditions check is still made against the main CT.

A single shield disabler will lower the shields so that all other players, with regards to suppression gas level, can attack the site and players and orgs do not need to individually use the disablers to attack. Shield disablers also prevent the defending org from planting towers for awhile, and can be used by organizations even if they control a tower site.

When players that are not in an org or members of an org that control no LCA's attack tower structures, a PvP enabled flag is placed on the player for 4 hours. This effect survives death and is otherwise unremovable until it expires. The flag does not renew itself as the player attacks towers but a new flag will be enabled if the player continues to attack towers after the previous flag has expired.

When players from orgs that control an LCA attack towers, that org's LCA's all change to 5% suppression, opening them to attack, as part of a 'state of war', regardless of their suppression level before the attack occurred. The sites return to their previously scheduled suppression after a period of time.

Because of the drawbacks, it's best to avoid attacking LCA's unintentionally. Listed below are conditions that can trigger a response from towers:

  • Auto-attack enabled
  • Damage/Reflect shields
  • Area of Effect Nano Programs (nukes, hostile vicinity modifiers, mongo)
  • Pets set to Guard status (default after summoning)
  • Basically anything that damages or casts a negative effect on a tower


        Communication and Access

When an attack is initiated on a tower site, a global alert is broadcast to all players that are in organizations and subscribed to the Tower Message Channel (All Towers). The progress of tower destruction is also relayed to the defending organization's members.

The grid can provide quick access for defenders that are in the org being attacked by entering the point labeled Notum Controller & Organization City Exit on the ground level of the grid. By selecting the appropriate LCA and clicking OK, players are teleported to their LCA's Control Tower. Targeting the CT and clicking on a Personal Grid Converter allows for quick teleportation back into the grid. Converters are available for purchase in the Towers shop and must be at least the same QL or higher of the CT they are used on to work.


        Tower Wars Mechanics

In PvP, damage done against players and their pets is half the amount normally done against monsters. Critical hit chance is also halved in PvP. The maximum amount of damage a singular attack can do is 30% of a players total hitpoints. Damage performed against towers is normal; it is not halved. Control towers and turrets have 100% resistance to critical attacks (virtually complete resistance). Control Towers have a 50% resistance against Trader debuffs.


        Tower Technology

A typical tower battlefield often encompasses various players attacking and defending towers within PvP range of the towers and scouts monitoring the battle along with players that provide buffs to others from areas of relative safety.

Players with the Lost Eden expansion can command robotic vehicles (mechs) and player-controlled turrets. Mechs are most effective against Anti-Personnel Turrets and SAM Batteries, but can also kill other towers, other mechs and monsters while offering a weak attack against players. The Anti-Personnel Turrets, or APT's, are stationary units for defenders, often placed near CT's, that are effective against players and local wildlife and generally players without mechs should keep their distance from them. Anti-Vehicular Batteries are another stationary unit for defenders and excel at destroying mechs. Players do little damage to these types of vehicles and turrets with regular weapons but rocket launchers are available from weapon terminals that will severely damage a mech.

Emerging from the advent of battlestation technology, powerful Area of Effect attacks known as orbital strikes and air strikes became available to organizations that own a city. The precursor to these aerial attacks is very short, such that slow-moving players and assault mechs will have a hard time escaping the blast radius of these strikes designed to snare enemy units and disrupt their formation. The attacks will also injure friendly units or anyone caught in their wake and while the attacks can only be targeted in the binding LCA territory, the effect can carry over some distance into safe zones.

Mantas are another type of vehicle designed for use in notum wars but can also be used against monsters in outdoor areas. These rarely seen ground vehicles are sold in the Towers shop and allow players to attack while inside the vehicle, with a penalty to all initiatives except ranged initiative. In addition to a players normal weapons, players can gain access to a special attack requiring heavy weapons skill. Mantas come in three varieties each with different capabilities. Because of the expense, requirements, size and penalties, the Manta can be a hard sell.




        Benefits of Land Control


        Universal Advantages

Organizations that control an LCA gain a set dividend of points that can be used towards the application of Universal Advantages (sold in the Towers shops) which raise various selected abilities and skills for all members of the org (effectuality determined by QL of the contract + player level; a weak contract will not give any bonus for some lower level players).

The quantity and quality of contracts able to be utilized is determined by the amount and QL of CT's an org controls. Orgs receive 2x the QL of the CT worth of points, for each individual CT, to spend on contracts. Orgs can place up to 3 unique contracts per CT. If an org has a QL20 CT.. that is 40 max points that can be spent towards 3 contracts. If an org has a QL20 CT and QL70 CT that is 180 max points towards 6 contracts.

Only the org president can makes changes to universal advantages using the command /org contract and which members can type to view the contracts in play. Contracts will become disabled if the amount of max points is exceeded or the max points decrease (after destruction of a CT). The most important contracts can be added to the window first, as the last contracts added will be the first ones disabled.


        Other Bonuses

Individual towers also provide different buffs to players, depending on the type of tower, until its destruction. Each faction recieves a trackable Side XP Bonus (experience modifier) corresponding to their faction's land control status. Organizations that control a tower site can also participate more freely in attacking other LCA's because of penalties placed on players in orgs without tower sites.

« Last Edit: June 20, 2009, 03:06 by admin » Logged
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« Reply #1 on: March 21, 2009, 12:23 »

        Tradeskill Towers


Many towers can only be created through a tradeskill process. A weapon component is required in the construction of the turrets. The Augius X-11 Ejector and the Sentient Corrosion Sprayer can can be obtained through a quest at the OT Main Base by talking to Generals Hardbuckle and Freewheeler if you are Omni or the Sentinels Base in Wailing Wastes by talking to Commanders Fielding and Hoover if you are Clan. The Revolving Cold Lasers have a small chance to drop from Guard Patrollers at both sites. The guards also drop Cloud of Infuriated Nanobots used to create the turrets and Cloud of Polychromic Nanobots used to create Guardian Conductors.

Turret Construction Base, Bioplates, Guardian Conductor Building Kits and Conductor Programs can all be bought from a terminal inside the Towers shop.


        Turret Construction

  • Cloud of Infuriated Nanobots
  • Turret Construction Base
  • Revolving Cold Laser / Sentient Corrosion Sprayer / Augius X-11 Ejector
  • HSR Compressed Regenerating Bioplate

To construct a theoretical QL 300 turret requires up to 1725 Mechanical Engineering, 1350 Weapon Smithing and 1200 Nano-Programming. Items must be close to 90% of the QL of the next item added. The final QL of the Turret created is the QL of the Bioplate.

Combine the Nanobots with the Construction Base. Combine the Turret Controller with the weapon. Finally, combine the amended Turret Controller with the Bioplate.


        Guardian Conductor Construction

  • Cloud of Polychromic Nanobots
  • Guardian Conductor Building Kit
  • A Type of Conductor Program (Juggling, Focus, etc.)
  • HSR Compressed Regenerating Bioplate

To construct a theoretical QL 300 guardian conductor requires up to 1725 Electrical Engineering, 1200 Mechanical Engineering, 1200 Nano-Programming and 1200 Computer Literacy. Items must be close to 90% of the QL of the next item added. The final QL of the GC created is the QL of the Conductor Program.

Combine the Nanobots with the Building Kit. Combine the GC Controller with the Conductor Program. Finally, combine the Bioplate with the amended GC Controller.


        Personal Service Towers

A non-moving half-pet/half-tower item was released with the Notum Wars expansion known as the Personal Service Tower. Service towers send out a pulse every 30 seconds to all friendly players in vicinity of the tower which increases AC Defense, offers a damage shield and, at higher levels, a heal-over-time component. Many of the same commands that pets use can be issued to the Service Towers, except the syntax is /tower command instead of /pet command. If the player changes zones, the tower will no longer respond to commands. A new tower can then be cast, while the old tower will exist without a controller until it is destroyed. Service towers can be created in any outdoor area.

Service towers can be bought in tower shops up to QL50 and higher level Service Towers can be created through a tradeskill process that requires a Multi-Purpose Tuner, obtained through a quest. Take a Gift-Wrapped Basket to the Supplymasters in the OT Main Base in Avalon or the Sentinels Base in Wailing Wastes and they'll hook you up! The Library and Shell parts can be bought from a terminal inside the Towers shop.


        Personal Service Tower Construction

  • Multi-Purpose Tuner
  • Semi-Sentient Service Tower Library
  • Service Tower Shell

To construct a QL 300 turret requires up to 1725 Mechanical Engineering, 1200 Mechanical Engineering and 1200 Nano-Programming. Items must be at least 90% of the QL of the next item added. The final QL of the Service Tower created is the QL of the Tower Library.

Combine the Multi-Purpose Tuner with the Tower Library. Then, combine the Tower Shell with the Tower Brain.




        List of Available Towers



SAM Battery               QL 10-250  (Shop)       Reqs: None
  Effects: + Perception


Simple Missile Turret     QL 10-250  (Shop)       Reqs: 4 x CL
  Effects: + Melee AC


GC of Life                QL 10-300  (Shop)       Reqs: 4 x CL & 2.5 x Psych
  Effects: + Max Health
  Vicinity Modifer: + Heal Delta


GC of Tapping             QL 10-300  (Shop)       Reqs: 4 x CL & 2.5 x Psych
  Effects: + Concealment
  Vicinity Modifer: - Max Health


Solar Turret              QL 40-250  (Shop)       Reqs: 4 x CL
  Effects: + All AC Defense


Massive Cannon Turret     QL 40-250  (Shop)       Reqs: 4 x CL & 2.5 x NP
  Effects: + Bio Met & Mat Met


GC of Will                QL 40-300  (Shop)       Reqs: 4 x CL
  Effects: + Psycho Mod & Sensory Imp
  Vicinity Modifer: + Nano Resist


GC of Corruption          QL 40-300  (Tradeskill) Reqs: 4 x CL & 2.5 x NP
  Effects: + Mat Creation & Time and Space
  Vicinity Modifer: - Max Nano


GC of Derivation          QL 40-300  (Shop)       Reqs: 4 x CL & 2.5 x NP
  Effects: + Nano Initiative
  Vicinity Modifer: - Nano Initiative


GC of Transfer            QL 40-300  (Shop)       Reqs: 4 x CL
  Effects: + Add All Defense
  Vicinity Modifer: - Add All Defense


GC of Speed               QL 40-300  (Shop)       Reqs: 4 x CL
  Effects: + Melee Init & Physical Init
  Vicinity Modifer: + Melee Init & Physical Init


Fire Sprouting Turret     QL 80-250  (Shop)       Reqs: 4 x CL
  Effects: + Martial Arts, Brawl, Riposte & Dimach


GC of Ransacking          QL 80-300  (Shop)       Reqs: 4 x CL
  Effects: + Pistol, Rifle, Shotgun, SMG, Assault Rifle, Ranged Energy, Fling Shot, Burst, Full Auto, Aimed Shot & Multi Ranged
  Vicinity Modifer: - Pistol, Rifle, Shotgun, SMG, Assault Rifle, Ranged Energy, Fling Shot, Burst, Full Auto, Aimed Shot & Multi Ranged


GC of Learning            QL 80-300  (Tradeskill) Reqs: 4 x CL & 2.5 x Psych
  Effects: + 1H Blunt, 2H Blunt, 1H Edged, 2H Edged, Piercing, Melee Energy, Fast Attack, Sneak Attack, Parry & Multi Melee
  Vicinity Modifer: + Add All Off


Cold Laser Turret         QL 160-300 (Tradeskill) Reqs: 4 x CL & 3 x Psych
  Effects: + Fire, Cold, Chemical, Radiation & Poison Damage Shield


Sentient Corrosive Turret QL 200-300 (Tradeskill) Reqs: 4 x CL
  Effects: + Projectile & Energy Damage Modifier, Projectile & Fire AC


GC of Plunder             QL 200-300 (Tradeskill) Reqs: 4 x CL
  Effects: + Bow, Bow Special Attack, Grenade, Heavy Weapons, Sharp Objects
  Vicinity Modifer: - Bow, Bow Special Attack, Grenade, Heavy Weapons, Sharp Objects, 1H Blunt, 2H Blunt, 1H Edged, 2H Edged, Piercing, Melee Energy, Fast Attack, Sneak Attack, Parry & Multi Melee


GC of Presence            QL 200-300 (Tradeskill) Reqs: 4 x CL & 2.5 x Psych
  Effects: + Add All Off, Melee & Energy Damage Modifer
  Vicinity Modifer: + Add All Off, Melee & Energy Damage Modifer


X-11 Ejector Turret       QL 250-300 (Tradeskill) Reqs: 4 x CL
  Effects: + Cold & Poison Damage Modifier, Cold & Poison AC, Break and Entry & Trap Disarmament


GC of Juggling            QL 250-300 (Tradeskill) Reqs: 4 x CL
  Effects: + First Aid & Treatment
  Vicinity Modifer: - Martial Arts, Brawl, Riposte & Dimach


GC of Presence            QL 250-300 (Tradeskill) Reqs: 4 x CL
  Effects: + ME, EE, WS, QFT, Pharma Tech, Chemistry, NP, Psychology, Tutoring, Evade Close, Dodge Ranged, Duck Explosion
  Vicinity Modifer: + Evade Close, Dodge Ranged, Duck Explosion
« Last Edit: March 24, 2009, 01:40 by admin » Logged
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