The idea is a new type of RvR quest. Here's how it would work for each type of playstyle.
Solo
When you start the quest you are assigned to either protect, or capture an NPC whose job is to research a magical force that could be used to create a relic that would benefit the entire realm. When you start the quest you will be transported to a remote area of the frontiers where the NPC will spawn. If you arrive in your realm, your job is to protect the NPC, if you arrive in an enemy realm, you need to capture him. A solo member of another realm that has started the quest will be transported to the same area. Naturally, the two players will fight. The winner of that fight will then be able to interact with the NPC to teleport back and either capture or return the NPC home with his findings.
Group vs Group
Since small man groups are fairly popular as well, this could be broken down into 4v4 or 8v8 options (or whatever, haven't done any small man in quite some time, not sure what's people usually do) The quest is the same in every way as the Solo one. Capture or return NPC.
Zerg vs Zerg
This is where winning the solo and group missions come into play. When a determined number of NPCs are returned or captured by a certain realm, a relic is created. I don't know what the benefit would be exactly but it should be something tangible to all players in that realm. That relic is automatically placed in one of the winning realms inland keeps. The relic would last for a determined amount of time, like a week for example, and will be able to be captured just like the other relics in the game. That gives the zergers their preferred playstyle of keep capture/defense to control the relic. Once the determined time is up for the relic (it doesn't reset when captured, it's time is up regardless of who has it or how many times it changes hands) it disappears and the solo/group missions come back.
Now this is just a rough idea... I realize things like groups happening upon a solo fight could happen or another group AJn another groups fight. Or, a player running and hiding when they realize their group is getting beat. Realm hopping to whatever realm has the bonus until it expires.... etc. These type of issues would need to be addressed but I think this would give soloers and group players they gameplay they seek while working toward a realm wide goal to benefit everybody. Plus, it could introduce people to a different playstyle... people may try out soloing and putting together an 8 man to do the quest when their realm is falling behind on the capture/rescue count.
Thoughts?
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Kauth Lightblade - The Legendary Elfalonian Merc
Iradea Lightblade - Solo Avalonian Battle Friar
Singularity - The solo gank guild
No. You can not join Singularity
My Videos: http://www.youtube.com/playlist?list=PLC39799E383725776
Iradea Lightblade - Solo Avalonian Battle Friar
Singularity - The solo gank guild
No. You can not join Singularity
My Videos: http://www.youtube.com/playlist?list=PLC39799E383725776



