Ive been reading the forums the last few days looking at some player feed back and suggestions and have came up with an idea using those ideas plus some that I have came up with to help with Ilum. Sorry if I don't give credit to those ideas that may have inspired this post as i have been reading a lot of them and can't remember were all the ideas came from.
Problems with the current Ilum:
Faction imbalance - The way I see Ilum being played right now is mob vs mob and the larger mob typically wins. I don't find this fun because of the low fps and especially for melee classes it is vary hard to participate.
Too Large - Ilum is a large place and most of the time is spend trying to find out where the other faction is. This usually means coordinating your mob to move from place to place to find the enemy team. And those notifications on your screen that tell you were people are. Doesn't help much if you are 5 minutes away, they are gone by the time you get there.
Objectives - Not fun, no one really wants to leave the mob to grab them because then they loose out on any valor they might get from killing someone.
I am sure people could point out many other problems with the area but these are the ones that I am going to focus on resolving.
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The new Ilum
Currently there are 5 objectives that are all active at the same time. Under this new Ilum only one of the current objectives will be active at a time. Each objective should have at least 3 sub objectives so that there isn't a mass of people fighting over one objective. Currently all action is up and down the center of the map. Ilum pvp area is a big zone and right now everyone just uses the center section. These 3 objectives spread horizontally on the map would get more use out of the map while still keeping the battles centralized. Each faction should either be attacking or defending. If you defend successfully you become the attacker and if you attack successfully and you win you attacker again. If you either attack or defend your objective the next objective opens up (either north or south depending on what faction wins). This would be a never ending battle of back and forth.
Bonus
Bases on how many objectives that are currently being controlled by each faction there should be a bonus or enhancement given to each side. This is essentially going to be a tug of war so you should never have objectives that are your that are scattered. They should be from your base and outbound. (example you cant own your base southern and norther but not central).
0 Bases - 15% dmg bonus, 25% HP bonus, Immune to stun and CC
1 Base - 10% dmg bonus, 15% HP bonus
2 Bases - 15% HP bonus
3 Bases - Kills and objective captures are with double valor
4 Bases - Kills and objectives are with x3 valor
5 Bases - Kills and objectives are worth x4 valor and 25% reduced HP
These bonus are not stack with another, essentially when you loosing you should got a bonus to push back and when your winning you get rewarded (essentially your fighting a harder enemy so it makes sense to get more valor should you win).
Other ideas to help with the faction imbalance would be to grant additional stat bonus based off of the current balance located around that current objective area. These bonuses would stack with bases bonuses
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Based on the 5 objectives places we have now there should be 3 different "mini-games". The bases will share the same goals, the north and sounds objectives will be the same and the center objective will be unique.
Here are one idea for an objective. Instead of providing ideas for all 3 or even 5 objectives ill let people respond with their ideas. Lets see some good ideas people!
- One central base with two flanking bases. You have to destroy the flanking bases in order to capture the central base. At the central base there are shield generators that regenerate the flanking bases. What this will do is cause people to either attack/guard the center shield generators to allow the flanking bases to be destroyed quicker. It is not a requirement that the shield generators get destroyed but it makes the job easier for the flanking bases. These bases should be somewhat close (20 seconds?) in proximity so that you can react from one base to another if need be to either help secure or defend that location. Attackers would win by capturing the central objective. Defenders will win by protecting the flanking bases/shield generators. Each flanking base and shield generator will cause the central base to charge. IF the base becomes fully charged the defenders win. Flanking bases will charge the central base the most and the central shield generators (4, two per side) would each count for 1/4 of what the flanking bases generate.
(edit) New Objective Idea - submitted by bleyzwun
My idea was to add 2 more points near the center and have it so 3 must be held in order to win. No kills will count towards the quests unless they are in that area. You must also complete the objectives in order for the quest to count (maybe lower the kill amount?). This will split the zerg and I think will give Republic players a better chance at winning.
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I think this would help out with making the objectives more appealing and help out with the zone being to large. The faction imbalance bonuses would obviously have to be tweaked until they work right.
Other ideas that i am looking for. What could the daily quest be for this new Ilum. Could be attacking / defending a objectives in addition to killing people? Whatever ideas you guys have I am tying to think of things that would prevent trading of objectives / kills.
There you have it. I'm defiantly looking for feed back and improvements. Let me know.