Talk:Siren's Call

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Revision as of 21:31, 11 August 2013 by Sekoia (Talk | contribs) (Aeon's Bomb: new section)

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TODO: Notes on Bounty. Neighborhood Victory/Defeat. Bounty Cash In - Tier 3 Insp and +3 ENH - All Star 14:59, 5 July 2006 (PDT)

Added a note pointing to the Bounty article as the information is all in there. I expect the note would be better placed in a section of the main article though, rather than in Notes. --Alex Hopkinson 06:26, 11 August 2006 (PDT)

Bounty Notes

Aiding Hero or Villain side until either is declared victor for controlling hotspot = +100 Bounty.

Defeating opposing (sp?) side player (Villain for Hero PCs; Hero for Villain PCs) listed as "Most Wanted" in Navigation Bar = +Listed Reward.

Collect 6000 Bounty = "Cash In." at Arbiter/Operative for PC_Level + 3 SO ENH at no Inf cost.

TODO: Get ENH List

Bounty Most Wanted target changes:

  • OnPlayerDefeat(AssignNewBounty(rand(OppositeFactionPC)) - Check PC Defeat vs. NPC Defeat
  • OnTargetDefeat(AssignNewBounty(rand(OppositeFactionPC)) - Check PC Defeat vs. NPC Defeat

Rewards for Under 6000 Bounty

With the defeat of your targetted bounties, you have earned the right to choose from the following rewards:

  • A medium-sized Defense Inspiration
  • A medium-sized Damage Resistance Inspiration
  • A medium-sized Accuaracy Inspiration
  • A medium-sized Endurance Recovery Inspiration
  • A medium-sized Healing Inspiration
  • A medium-sized Damage Inspiration
  • A medium-sized Ressurection Inspiration
  • A medium-sized Break-Free Inspiration

Tier 2 Inspirations

Stores

This article says that what you can purchase at the stores depends upon how much each side controls the zones. How does this work? Can you only purchase things when the other side controls the zone?

-- Other way around. Your faction's control gives your faction access. When your faction first gains control, you get access to 5 powers; if you win control again, you get access to 4 additional powers.--Colonel Jasmine 04:59, 4 September 2007 (EDT)

Speaking of the stores, don't they have different dialog if you have control once, but need it a second time to get the second tier of items? I seem to recall something like that... Felderburg 21:16, 28 June 2013 (UTC)

Aeon's Bomb

The article references Aeon's Bomb but doesn't explain it. I found the canon on it here, perhaps we can integrate that into the article at some point. Copy-and-pasting below in case the article vanishes in the future. -- Sekoia 21:31, 11 August 2013 (UTC)

Nearly a year ago, the War Walls in the northeastern corner of the Siren’s Call were demolished by a massive blast. The public version of events is that a Hero known as Sunburst, who had been criticized for causing fiery collateral damage in the past, chased a small-time crook out to the docks. The crook stole a small boat and Sunburst pursued. The hero had often had trouble controlling his incredible powers, and according to witnesses on the Gazdul oil rig, Sunburst literally went supernova and exploded, killing himself and the crook.
This destroyed the War Walls and created a massive crater, which filled in with the ocean. The truth is quite different, and is known within criminal circles. Sunburst was chasing a small-time crook, but the crook was none other than Scirocco in disguise. He was able to withstand a few of the Fire Blaster’s attacks until he could escape out into the bay in the “stolen” boat. Of course the boat was already loaded with a special bomb—created by Dr. Aeon—and exploded a moment after Scirocco teleported free. Sunburst was indeed killed in the explosion but Scirocco had already teleported away.
With the Rikti invasion quelled, the massive construction needed to repair the War Walls was postponed. This allowed a number of villains to trickle in from the Rogue Isles, and Councilman John Chard eventually asked for FEMA funding to repair the walls. But according to word on the street, Statesman intervened. The lure of the Siren’s Call to Lord Recluse’s minions was great. In this case, he argued, it was best to let them in and attempt to capture them. Councilman John Chard realized the danger this posed to his citizens, but he also realized the good this would do Paragon City as a whole.
Though he struggles with it daily, he has decided to allow his constituents to be used as bait in Statesman’s trap. This situation causes both Chard and Statesman great sorrow, for the people of this zone have been devout and loyal fighters in the cause of freedom for generations. But this is also why they can be relied upon not to give up in the face of constant strife. Only those willing to sacrifice ever do.
These days Villains strike Siren’s Call on a near-hourly basis. But many of the invaders are captured and incarcerated. Freedom Corps has sent squads in to keep the most violent or disastrous criminals in check, but are otherwise told to let Heroes take care of Villains.