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Difference between revisions of "Pillbox"

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(inserted arachnos pillbox image, rejigged the format slightly)
(Overview: Added capture and control mechanics)
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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.   
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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.   
  
 
[[Image:Arachnos Pillbox 1.jpg|250px|thumb|center|An Arachnos captured Pillbox]]
 
[[Image:Arachnos Pillbox 1.jpg|250px|thumb|center|An Arachnos captured Pillbox]]
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(''Images of uncaptured and Longbow captured Pillboxes to be inserted'')
 
(''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 (''popup turret name here''), and convert to (''turrets here'') when taken over by either side.
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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.
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A Dampening Field is also set up around the player, preventing offensive teleporting ([[Teleportation#Teleport_Foe|Teleport Foe]])
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{{PowerBlock_Start}}
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{{PowerBlock_Duration|[[Image:Teleportation_Teleport.png]] Active while in the AoE of the Dampening Field.}}
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{{PowerBlock_Effects|Auto: -Teleport}}
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{{PowerBlock_End}}
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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.
 
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.

Revision as of 23:51, 3 July 2007

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

Badge pillbox 1.png Time Machinist

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

Badge pillbox 2.png Somewhere in Time

100 pillboxes have fallen into your hands.

Badge pillbox 3.png Back from the Future

1000 pillboxes have been captured by you, you are truely a Time Bandit.

See Also