Jump to content

Should Illum become an alterac valley?


Dathran

Recommended Posts

i remember the old days of alterac valley, before it became a charge fest under 10 minutes.

 

day long games... fight, go to bed, wake up and the same game is continuing. was amazing stuff.

 

they need to do something with ilum, and they are doing. but ive been disappointed with alot of pvp and open pvp things bioware have done in this game. i hope they get it right otherwise alot of people, including me, will probably be leaving for guild wars World v World v World.

Link to comment
Share on other sites

Here is my vision for a multi-stage, long lasting Illum:

 

The battle area consists of an Imperial and Republic base, 2 landing zones, 6 bunkers, 2 AA emplacements, and 1 DMZ (with two small AA emplacements). Here is a rough idea of the layout:

 

Imperial Base

LZ---AA------

BK---------BK

------BK------

aa--DMZ--aa

------BK------

BK---------BK

------AA----LZ

Republic Base

 

The Default Status consists of Imperial control over all nodes on the Imperial base side and Republic Control over all nodes on the the Republic base side with neutral control over the DMZ. Killing enemy players awards "Illum Commendations" to your faction (you earn a base rate for kills in the DMZ. The rate is modified for other areas, players receive more commendations for kills closer to their own base giving the players on defense a commendation advantage to assist them in holding the line). These commendations can be spent by any player at the LZ to acquire walkers or Aircraft. Walkers are player controlled and can be killed by enemy players if not defended by ground forces; they are limited to 3 per faction. Aircraft fly on a set course and will attack enemy controlled bunkers. Aircraft will be destroyed if they fly near an enemy controlled AA emplacement and are limited to 10 per faction.

 

Stage 1 - The DMZ has 2 small AA emplacements which prevent aircraft from assaulting enemy bunkers. Enemy bunkers will one-shot all players who attempt to bypass them. Players can respawn at either their own forward bunker or at their own base. If either faction obtains control over both AA emplacements their aircraft will begin assaulting the forward enemy bunker. Alternately, walkers can be used to destroy the DMZ AA emplacements allowing aircraft from both factions to assault the forward bunkers. Once a forward bunker is destroyed the players can advance toward the second line bunkers.

 

Stage 2 - Second Line bunkers will one-shot approaching walkers and are partially defended by the main AA emplacement. Attacking players must control both bunkers to kill the force field allowing them to advance; defending players can recapture either bunker which will reengage the force field cutting off the attackers from their reinforcements. Attackers can spend commendations to acquire up to 5 battle droids per enemy second line bunker (total of 10 droids per faction) who will march from the LZ to the captured bunkers to hold them against recapture. Defenders can kill the droids en route or kill them at the bunker (they will be tougher when at the bunker). If the defenders recapture a bunker while the droids were on their way, the droids will stop wherever they are and wait for the attackers to recapture to continue marching. Players can respawn at their own base, their own forward bunker (if it still stands). Respawning at their own base allows them to take speeders to any bunker they control (including hostile bunkers that the attackers have captured).

 

Stage 3 - While the attackers control both enemy second line bunkers, they can attempt to destroy the defenders' AA gun with the use of walkers or bombs (bombs can be acquired from either the attackers own LZ or from the enemy LZ. They cannot capture the enemy LZ. Once the AA gun has been destroyed, attacker aircraft can begin bombing the shield generator. Once the shields fall, the attackers can assault the defenders' walls.

 

Stage 4 - Walkers and bombs can be used to destroy the walls of the defenders' base. The defenders can use missile turrets to target walkers or ground forces to target bomb planters. Once the walls fall, the attackers must cross a courtyard filled with cryomines to reach the Communications Array at which point they are victorious. Upon victory, both sides receive Warzone Commendations, Valor, and Credits (obviously the winners receive more). The losing faction is returned to their factions’ main Illum base (not in the warfront area) and the winners gain access to a “cleanup” period that allows them to acquire salvage nodes that can be traded for a variety of PvP related items (including commendations, mods, consumables, etc.). This cleanup period lasts for 1 hour at which point the warfront is reset.

 

To prevent farming when the enemy faction is not present, if no PvP activity is detected for a period of more than 15 minutes both sides receive a warning that they are approaching a “Cold War”. If another 10 minutes pass and no PvP is detected then the warfront will reset and no awards will be provided if the first stage is not complete. If the first stage is complete, both sides will “lose” but will receive a small amount of awards (comms and credits).

 

I should point out that both sides are strongly encouraged to engage in both offense and defense during the fight. Failure to do so will ALWAYS result in a loss.

Edited by Darth_Philar
Link to comment
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.