Pillbox

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Revision as of 23:51, 3 July 2007 by imported>Kalon (→‎Overview: Added capture and control mechanics)
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Overview

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

An Arachnos captured Pillbox


(Images of uncaptured and Longbow captured Pillboxes to be inserted)

Pillboxes have 4 turrets located at each of the crossshaped corners that start out as 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 Pets window, complete with inherent powers. The Turrets can be controlled by all Archetypes by the /Petcom commands.

A Dampening Field is also set up around the 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 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.

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.

Badges

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See Also