Pillbox: Difference between revisions

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== Overview ==
== Overview ==


Pillboxes exist in the [[PvP Zones|PvP Zone]] of [[Recluse's Victory]]. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surounding zone. 
[[File:Uncapturedpillbox.JPG|200px|thumb|right|An uncaptured Pillbox]]
[[File:Arachnos Pillbox 1.jpg|200px|thumb|right|An Arachnos-captured Pillbox]]
[[File:Herocapturedpillbox.JPG|200px|thumb|right|A Longbow-captured Pillbox]]


[[Image:Arachnos Pillbox 1.jpg|250px|thumb|center|An Arachnos captured Pillbox]]
Pillboxes exist in the [[PvP Zones|PvP Zone]] of [[Recluse's Victory]]. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surrounding zone.
{{clr}}


(''Images of uncaptured and Longbow captured Pillboxes to be inserted'')
Pillboxes have four turrets located at each of the cross-shaped corners that start out as [[Turrets#Pop Up Anti-Personnel Gun|Pop Up Anti-Personnel Guns]]. Once all four Pop Up Turrets are defeated, the player can head to the center 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 two different sets of two missile Turrets. Control of the missile Turrets passes to the player - the Turrets can be controlled by all [[Archetype]]s by the {{slashcommand|petcom}} commands, or in the [[Pet]]s window similar to a [[Gladiator]] match in the [[Arena]] and identical to a [[Mastermind]].


Pillboxes have 4 turrets located at each of the crossshaped corners that start out as [[Turrets#Pop_Up_Anit-Personnel_Gun|Pop Up Anti-Personnel Guns]]. Once all 4 Pop Ups are defeated, the player can head to the centre of the Pillbox and activate the control panel. Once 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 - for a [[Mastermind]], the Turrets appear in the [[Pet]]s window, complete with inherent powers. The Turrets can be controlled by all [[Archetype]]s by the /[[Petcom_(Slash_Command)|Petcom]] commands.


A Dampening Field is also set up around the player, preventing offensive teleporting ([[Teleportation#Teleport_Foe|Teleport Foe]])
A Dampening Field is also set up around any player in the center (not just the controlling player), preventing offensive teleporting ([[Teleportation#Teleport Foe|Teleport Foe]]).


{{PowerBlock_Start}}
{{PowerBlock_Start}}
{{PowerBlock_Duration|[[Image:Teleportation_Teleport.png]] Active while in the AoE of the Dampening Field.}}
{{PowerBlock_Duration|[[File:Teleportation_Teleport.png]] Active while in the AoE of the Dampening Field.}}
{{PowerBlock_Effects|Auto: -Teleport}}
{{PowerBlock_Effects|Auto: -Teleport}}
{{PowerBlock_End}}
{{PowerBlock_End}}


   
   
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 center of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby viable targets. To regain control, a player will have to re-activate the center 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 sixth pillbox for a single side the zone is "won" by that side, and a five minute counter begins. After the five minutes, the pillboxes revert to neutral status and all neutral turrets respawn.
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 six (of the seven) Pillboxes for a side, the zone is "won" by that side, and a five minute counter begins. During the five minutes, the winning side can continue to defeat enemy heroes/villains for bonus credit towards the [[Longbow Mech]] or [[Arachnos Mini Blaster]] (which is awarded to players who have accumulated 1000 points before the dimensional reversion regardless of who "won" the zone). In the five minute timer, the losing side can defeat opposing heroes/villains to cause an early Dimensional Reversion. After the five minutes (or shorter), all characters get the message "Dimensional Reversion" and the Pillboxes revert to neutral status. The Pop Up Turrets respawn on all Pillboxes with full hit points.


== Badges ==
== Badges ==
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{{BadgeBox|Time Machinist}}
{{BadgeBox|Time Machinist}}
{{BadgeBox|Somewhere in Time}}
{{BadgeBox|Somewhere in Time}}
{{BadgeBox|Back from the Future}}
{{BadgeBox|Back From the Future}}


== See Also ==
== See Also ==

Latest revision as of 20:29, 22 May 2020

Overview

An uncaptured Pillbox
An Arachnos-captured Pillbox
A Longbow-captured Pillbox

Pillboxes exist in the PvP Zone of Recluse's Victory. Each Pillbox represents a space/time focal point whose capture will dramatically alter the surrounding zone.

Pillboxes have four turrets located at each of the cross-shaped corners that start out as Pop Up Anti-Personnel Guns. Once all four Pop Up Turrets are defeated, the player can head to the center 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 two different sets of two missile Turrets. Control of the missile Turrets passes to the player - the Turrets can be controlled by all Archetypes by the /petcom commands, or in the Pets window similar to a Gladiator match in the Arena and identical to a Mastermind.


A Dampening Field is also set up around any player in the center (not just the controlling player), preventing offensive teleporting (Teleport Foe).

Duration Teleportation Teleport.png Active while in the AoE of the Dampening Field.
Effects Auto: -Teleport


Should the controlling player leave the center of the Pillbox, the Turrets revert to a "default" state of Aggressive - that is, they attack all nearby viable targets. To regain control, a player will have to re-activate the center 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 six (of the seven) Pillboxes for a side, the zone is "won" by that side, and a five minute counter begins. During the five minutes, the winning side can continue to defeat enemy heroes/villains for bonus credit towards the Longbow Mech or Arachnos Mini Blaster (which is awarded to players who have accumulated 1000 points before the dimensional reversion regardless of who "won" the zone). In the five minute timer, the losing side can defeat opposing heroes/villains to cause an early Dimensional Reversion. After the five minutes (or shorter), all characters get the message "Dimensional Reversion" and the Pillboxes revert to neutral status. The Pop Up Turrets respawn on all Pillboxes with full hit points.

Badges

Badge

You have taken over 10 pillboxes in Recluse's Victory, making you a Time Machinist.

Badge

50 pillboxes have fallen into your hands.

Badge

100 pillboxes have been captured by you, you are truly a Time Bandit.

See Also