Ideas for All Hallows Eve event

Aug 14, 2016
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#1
Post ideas for any Halloween events you might have. The goal is to make up fun events in the spirit of the season. I'll go first.

Event:
Ghost Hunters

Briefing:
A large ancient alien ruin complex has become active. No one knows the reasons how or why complex has powered up nor why it is giving off some strange energy readings. This has not gone unnoticed by our enemies as a preliminary survey of the area shows that a sizable force has started making a camp near one of the entrances of the ruins. We can not let them occupy the ruins nor let them have access to its secrets. The energy readings we are getting from the ruins shows that it is unstable but not dangerous, so we are working against the clock. This is going to be a two fold operation. One group is to focus on defense and disrupting enemy operations by any means necessary. The other group is to focus on exploration, data gathering, and research. For some reason the energy the ruins gives off affects our stealth technology boosting their effects as well as adding others. We believe this to be caused by the energy of the ruins shifting you out of phase with this dimension, so be careful as we don't know what can happen there.

Details:
The ruins seem to be only active for about 20 mins at a time before shutting down and starting up again, for reasons unknown.

Before entering the ruins the player must pick one of two groups to join for this event. One group will be called "Ghosts" and the other group will be called "Hunters". Each group has different tools they can use for the event and have different goals to achieve.

Hunters
Hunters are given sensors able to pick up on the energies of beings within the stealth field of the ruins. This sensor has a limited range of detection if a target is not moving and greater range of detection if a target is moving. So be careful not to be lured into traps while chasing down the enemy. You will also be given a portable barrier able to block off doors and hallways for a given amount of time. They have limited use, so when the charge on them runs out you have to get a new one from the campsite. Your mean goal is to keep the enemy from gathering relics and accessing terminals.

Ghosts
Ghosts are given a modified stealth unit that is able to use the energy the ruins are giving off. As you are out off phase with this dimension you'll be able to see and hear things the Hunters can not, as well as being able to walk through some walls to find hidden paths and rooms. You'll also be given a special storage container to put any artifacts and other objects in (only works with event objects that way it doesn't overlap with people's normal inventory). Your main goal is to gather as much information and artifacts as possible. Even if it means taking it from the enemy campsite itself or the bodies of the enemy ghost units.

Ideas just for fun:
Ghosts have the ability to jump out of stealth and scream into the enemy's face before going back into stealth as means to scare them. If done right enemy NPCs might become too afraid to protect an area or go into some parts of the ruins alone, as fear affects their mental state.

Hunters have the ability to freeze the enemy ghosts in place for a short time allowing them to kill them in fun ways while they are frozen. Think things like "FINISH THEM!" and you'll get the idea.
 
Last edited:

TankHunter678

Well-Known Member
Jul 26, 2016
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311
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#2
Wouldn't it be the other way around? Ghosts protect the ruins (that they haunt) from the looting (treasure) hunters? Stealthily sneaking up on the hunters in order to murder them, the hunters equipped with gear to detect the ghosts in order to prevent themselves from being isolated and killed off without a fight.

I mean, if there were suits designed to make use of the ruins in order to stay stealthed... why would they be looting the ruins? Why are the Hunters supposed to be protecting the ruins?

Your idea would make more sense if it was not a ruins, but a military base. Base is struck with a strange energy discharge, enemy ghosts use the now ambient energy to improve their cloaking devices so they can sneak in and steal tech/intel while the defending guards have to go hunt the ghosts and prevent the theft of anything important.

You got to at least try to keep it spooky beyond cheap scare tactics. If its a ruins the ghosts protect it, and use the layout and traps of the ruins to isolate and murder.

Make it so that the omniframe cannot take part in these events due to the lack of space.
 
Aug 14, 2016
978
1,554
93
#3
Well my idea is for PVE rather than PvP and you have two teams with different goals working together both against the main alien enemies as well as the unknown one that may or may not exist within the other dimension. The battle over the secrets the ruins holds is really on two different overlapping fronts at once. The Hunter group is fighting in this dimension to protect the ruins and drive the enemies out of them while also picking up the few things they might find when they force enemies out of energy. Meanwhile, the Ghost group is technically fighting in a different dimension where the layout of the ruins is not the same (The reason why it seems like they can walk through walls is because in the dimension they are in there is no wall there.) where most of the artifacts are along with some other things but they can only stay in that dimension for as long as the energy field is up.

The way I'm viewing thing is there are 2 different maps within the same place existing at the same time. That team you pick affects what you can see and interact with. For example, to the people in the other dimension the people in this dimension appear ghost-like to them. But they are limited in how they can interact with each other as the only why to do that is be in the same dimension. This is the reason why ghost can scare enemies is because they have to drop stealth for a moment and the only why hunter can kill ghosts is by forcing them out of stealth. So it could be better to think of the event as being two different kinds of matches playing out on two different maps at the same time in technically the same place.

It would be like if you played a game of King Of The Hill on a map while your friend played a game of Capture The Flag at the same time on another map. But do to a rift in the space and time the two maps now exist in the same place just slightly out of sync with each other to point there can see and hear things on that other map but can't interact with it. As if there is an extra transparent layer on the map.

Hmm... I might need to think of a better way to explain this idea, I feel like I'm not doing a good idea of it.