What I think the major flaw of this game always was, since it started (only my! oppinion):
In short term:
CoH/V did never really suceed in creating a vibrant hero against villain open world. Each side plays on his own.
The profile of the game en complete was never sharp enough to maintain a feeling taking part in such.
What you have is fighting colorful npcs in all the same colorful patterns every day, unless you split from the crowd and do roleplay somewhere.
So, what can you do about it?
1. Installing a more global, a more serious pvp system with a set of rules, that people, who want to avoid it, can do that.
2. Enriching the common set of pve missions with a more complex system of missions of different point of views to choose from.
Let me try some ideas:
1.
- All zones (excluding the first two areas as a low level safe haven) are open to everyone everywhere always or at a particular time (weekend?). Then players can attack and disrupt keyinstallations in that particular area, giving the enemy faction a malus once suceeded.
or
- Supergroups can stage raids on the enemy side (again with first two areas out of contest) by planning them, paying with resources and then finally release a raid with sg members at the wished date with the same effect like mentioned above. This would empower supergroups as a gamefeature and make them more interesting.
1.a
To make trolling the enemy faction this way hard, the game could/should:
- give a global continous alert to the attacked faction
- dispatch npc units to intercept the raiders (homebonus), that are more difficult according to the number and level of the raiders + how long the last raid is back in the past...for example a 8 hero group with level 50 +, raiding an area that was raided just one day ago, will see archvillains intercepting them next to the standart npcs (raids should be considered to NOT be sure victories as usual aka extreme high risk endeavours)
- the malus should not be too strong and the installations attacked recover over time (with the help of faction players donating?).
1.b
The outcome (profit) should be the loot and badges.
1.c
Only villain supergroups can declare pvp war with a supergroup of the same side. This would make villain side more attractive for players, which is dearly needed to do.
1.d
The whole field of ideas need able people adding new code to the game. 😞
2.
- new missions are added to the common newspaper/radio mission range. They differ in content by your point of view as a hero or a villain. The game offers you a mission from each field next to the normal newspaper and radio missions. The fields could be:
Heroes:
- benevolent (true hero)
- revenge (batman kind of style, Rorschach?)
- compulsive justice (taking in every drug addict you see, fuck social work)
- maybe corrupt justice? (the comedian style, bullying hippies?)
Villains:
- criminal (heists, robberies, kidnapping....all for money and only this)
- fanatic (Isis style...hungry for power or dishing out damage to the one and only enemy of your world....dirty bombs, assasinations, kamikaze actions)
- some people just want to see the world burn (Joker style....throwing a mafia competitioner on a pile of money and burning it with gasoline)
2.a
This idea needs people writing stories for all the different fields and create settings/new npcs.
2.a.a
I would and could help here the devs. :))
2.b
The different kind of missions should provide different loot/outcome. Villain missions for example are easy that way:
Criminal missions should give more money then usual.
Fanatic missions give better recipes and enhancements (because you attack powerpoints of your enemy, taking his equipment).
"Joker" missions at the other should give a special "loot"....these missions always should cater the destructive joy in you by making everything and everyone in these mission destroy- and killable. Like in villain bank missions, but even more...these missions are for all the boys and girls, who just want to rampage.
2.b.a
Hero missions at the other side could be seen the same way....benevolent more money (public help and charity), revenge more recipes and enhancements (because no one looks on your fingers after you are done with the culprit) and compulsive justice can just kick every poor sod around, that slightly looks like guilty.
I hope you don´t take my ideas personally, but I am really sure, that the ideas above put into CoH/V would make it a better game.
Have fun!