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Idea for new Warzone - Territories


Gidoru

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This would play like the Territories mode in Halo.

 

- 2 rounds attacker/defender

- Large map with 5 objective points

-Attackers standing in the objective slowly caps the point with more players capping faster.

-When a defender enters the point cap progress stops until there are no defenders left inside the point.

-Would not cap/stop cap when player is in stealth.

-Cap progress does not reset and once a point is capped its capped permanently

-Perhaps a buff for each point capped, something like respawn door opens x seconds faster per point.

 

-Team with most territories capped wins.

-In case of a tie with less than 5 points team with most overall cap progress wins.

In case of a tie with 5 points capped, team with fastest time wins.

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No thank you, this is pretty much exactly like voidstar except easier.

 

The problem with warzones like voidstar is you can get to a point where you know you will never win. This is what makes warzones like huttball and novare so good, a good team can always come back even from a near loss!

 

The attacker/defender setups only work in FPS games imo, they have no place here.

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No thank you, this is pretty much exactly like voidstar except easier.

 

The problem with warzones like voidstar is you can get to a point where you know you will never win. This is what makes warzones like huttball and novare so good, a good team can always come back even from a near loss!

 

The attacker/defender setups only work in FPS games imo, they have no place here.

 

Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Besides a larger map with 5 objective points provides far greater potential for strategy than voidstar.

Edited by Gidoru
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Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Agreed, that is also a problem with voidstar. The issue I stated is still true even on a larger map. In some games, you can get to a point where you say "There is no possible way we can win now, but we still have to go through the motions" ... no one likes that.

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Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Besides a larger map with 5 objective points provides far greater potential for strategy than voidstar.

 

Start a thread with simple suggestions for improving the existing warzones. Aside from Huttball, the objectives are all terribly designed (imo, voidstar being the worst), but I'm not smart enough to design better ones :confused:

Edited by Lymain
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Agreed, that is also a problem with voidstar. The issue I stated is still true even on a larger map. In some games, you can get to a point where you say "There is no possible way we can win now, but we still have to go through the motions" ... no one likes that.

 

Honestly this is a problem with every Warzone. In Huttball the score can be 5-0 with 3 minutes left. Lets face it, if your team got in a 5-0 hole there is no way they are going to cap 6 straight points in 3 minutes unless the other team suddenly drops. So you basically have to wait out the remaining time knowing you lost.

 

But ya Novare is good, there are far fewer instances of situations where you cant come back, but they do happen. ie there is about 20% left and both objectives are heavily defended with some healers and tanks. If everyone is on their game and stops ninja caps there is little chance you're going to cap an objective in the time remaining because by the time you kill everyone the game will end.

Edited by Gidoru
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Would like to see something like this, but king-of-the-hill + tug-of-war style. Have a central area that needs to be controlled. Each member in the area contributes to your control rate. So at 8v8 no one gaining any points towards controlling the objective. If you have an advantage in players you start gaining points towards controlling. Would probably be the closest we could get to a straight-up deathmatch ^__^
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Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Besides a larger map with 5 objective points provides far greater potential for strategy than voidstar.

 

I think dividing between three nodes is about as much as we can realistically expect with an 8-man context. Stretching it an extra point thinner would really start to break up certain class advantages (either the most mobile or the best 1 v 1 ish type classes)

 

If there were at least 10 people it might play out, but ultimately with 8 v 8 I don't think it'd play out well

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I think dividing between three nodes is about as much as we can realistically expect with an 8-man context. Stretching it an extra point thinner would really start to break up certain class advantages (either the most mobile or the best 1 v 1 ish type classes)

 

If there were at least 10 people it might play out, but ultimately with 8 v 8 I don't think it'd play out well

 

Well i dont entirely agree that it wouldnt work with 8 people. I mean the points would cap slowly with just 1 person in it giving you time to respond. There could be a lot of different strategies. The way it works in Halo is that sometimes you can try to defend all points and sometimes you basically sacrifice one to defend others. If one point is heavily defended you can try to ninja one across the map.

 

Anyway there is already a large amount of class advantage in Warzones. Jugg/Guardian ball carriers, and rauders using predation well. stealth classes can easily solo cap things defended by 1 player in Novare and Alderaan.

 

Did they specficially say they will not have a WZ larger than 8v8? I thought they were open to the idea. Id imagine it would have to be 12 not 10 due to group sizes.

Edited by Gidoru
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I think it'd be more fun to implement something like Huttball, instead of 'capture this, hold and win'.

 

Take for example, Grifball from Halo. It's a very creative and unique idea and plays extremely well in the game. How about something like that in PvP? Like a new Huttball arena, very big and 8v8. Ball in the middle as usual, obstacles scattered but with the catch of whoever holds the ball has say, 40-50% faster speed but with a static 10k health and little armor (doesn't matter if a tank or not) and cannot attack, be stunned, or use abilities. The person can pass to anyone on their team and pass on that trait.

 

Something like that, this way nobody can complain about 'OMG tank holding ball is too OP' since anyone holding the ball is subject. It would be nice to see something different for a change. This may sound horrible to some, but I'm just throwing something out there :p

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How about an A + B type event for a WZ.

 

Say, Team A has to launch missiles at a ship. Team B has to stop them.

 

Team A has to start the loader, escort it, and launch.

 

Team B can sabotage the loader, kill the loader, or can capture a Jamming Terminal to auto-distruct the missile after its fired.

 

Sabotage can result in either the loader blowing up, or the missile turning back on the base of Team A.

 

Team A wins when they destroy Team B's ship.

 

Team B wins when they destroy Team A's base by way of sabotage.

 

Hazards can be Rail/Train systems going through the area hauling ordinance, and debris falling from the sky after a sabotage.

 

...and of course a sludge pit or two....perhapse one of them in flames.

 

 

There you go devs...you dumb mothers!! Run with that.

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I think it'd be more fun to implement something like Huttball, instead of 'capture this, hold and win'.

 

Take for example, Grifball from Halo. It's a very creative and unique idea and plays extremely well in the game. How about something like that in PvP? Like a new Huttball arena, very big and 8v8. Ball in the middle as usual, obstacles scattered but with the catch of whoever holds the ball has say, 40-50% faster speed but with a static 10k health and little armor (doesn't matter if a tank or not) and cannot attack, be stunned, or use abilities. The person can pass to anyone on their team and pass on that trait.

 

Something like that, this way nobody can complain about 'OMG tank holding ball is too OP' since anyone holding the ball is subject. It would be nice to see something different for a change. This may sound horrible to some, but I'm just throwing something out there :p

 

Id prefer a straight up CTF like Warsong. Besides they have already said they are agaisnt putting combat/health/ability limiting things in Warzones. But i think a new Huttball arena would be good.

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Id prefer a straight up CTF like Warsong. Besides they have already said they are agaisnt putting combat/health/ability limiting things in Warzones. But i think a new Huttball arena would be good.

 

CTF is at least something different. I don't really like Arena-style gameplay with straight up deathmatch anyway. Huttball is fun already, maybe a few different environments would make it more enjoyable.

 

What I'd like to see is a brand new idea that has never been done before, something out of the box that works. CTF, Hold positions, capture objective, all that stuff has been done and works but it's getting old. Huttball was new and imaginative, and I'd like to see more of this kind of idea. Say, open up a new level 50 only warzone where everyone can use speeders. Maybe something like VIP, where a random member of the opposite faction is selected and must be killed while teammates protect them. Neutral turrets scatter the field and can be captured to use against the enemy.

 

Something imaginative at least.

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Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Besides a larger map with 5 objective points provides far greater potential for strategy than voidstar.

 

Which is why Alderaan is pretty bad. Why have a Speeder go to one of the side points rather than forcing everyone to go mid and have to run to the sides to defend. It makes it that you have to out gear or out number the defenders because they will always just fly right back into the fight to prevent the cap.

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- a simple CTF on a few different map types

- arena style matches with premades as small as 1v1 all the way 8v8... you die... you lose. No spawns

- I like the King of the Hill idea. Building points the longer you hold the objective and points only being given when hill is uncontested. Would be hard to find a balance to keep games from being too long or short but it could also be most points within 10 minutes kinda thing.

- I'd also like to see maps similar to Novarre Coast and Civil War only with 5 objectives and each of those objectives provide different rewards making the strategy come into play more. Say one gives your team a speed boost, one is power boost, one is endurance, heals etc. Forcing teams to go after specific points depending on the class layout of the team. It would add a new dynamic to the game and make teams choose before it even starts as to what's going to benefit the team more. You may be able to take one without a fight as the other team doesn't feel it's a priority or you may spend half the match fighting for the same point as both teams really could benefit from it until one team decides to sacrifice it for the next best thing.

Ex:

1.with a team of 4 tanks and 4 healers (for a simple example) Do you go for the obvious endurance and heal points to boost your primary stats... or do you go after the power point instead of one of those to keep up with the DPS on the other team?

2. You have 4 melee DPS, 1 or 2 healers and no tanks on your team... do you go after the power and speed to close gaps easier and increase damage or do you go after endurance and heals to make the job easier for the 2 healers to keep up the softer DPS classes?

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Which is why Alderaan is pretty bad. Why have a Speeder go to one of the side points rather than forcing everyone to go mid and have to run to the sides to defend. It makes it that you have to out gear or out number the defenders because they will always just fly right back into the fight to prevent the cap.

 

Alderaan is pretty poorly designed as well i agree. The ledge overlooking mid should probably be the only spawn point.

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What this game needs are the possibility of invading enemy fleet, maybe add trash spaceships that travel btw fleets collecting the trash, that you can board and attack enemy fleet

 

And I would def like to see some improved open world PvP similar to what Warhammer had... something with an actual objective. Of course they have some Warhammer people on the team and they are redesigning ilum from scratch pretty much so we can only hope for the best.

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And I would def like to see some improved open world PvP similar to what Warhammer had... something with an actual objective. Of course they have some Warhammer people on the team and they are redesigning ilum from scratch pretty much so we can only hope for the best.

 

At the speed these guys work expect that sometime in 2015

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At the speed these guys work expect that sometime in 2015

 

It's an MMO... I'm not in any hurry.

 

WoW has been out for how long? And that game bores me to death... I'm interested in seeing where this game goes in the future. It has a ton of potential and I'm def willing to stick around to see it fill out that potential. By far the most fun I've had with an MMO. And considering it's been 6 months since release and I'm already enjoying it this much... I can wait. ;)

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Actually the problem with Voidstar is that its a horribly designed map that has a way too simplistic layout. The fact that both doors are directly beside each other and the spawns are so close to the doors themselves is what makes voidstar bad.

If they made the map larger with greater complexity and doors/spawns in different places it could be far more interesting/better.

 

Besides a larger map with 5 objective points provides far greater potential for strategy than voidstar.

 

I thought voidstar was made purely so people could post massive numbers and then claim that class is op?

 

Just kidding, but seriously, I like the warzone that warhammer just released.(of course you would have to not be on a server ghost town for it), but basically you have three teams, each team has a spawning area with three routes, 1 to the center of the map where theres 30 relics(guessed on number, but theres alot, and they are basically flags/huttballs lol), and the other two paths lead to one of the other two team spawning areas.

 

You capture flags, bring them to your area and attempt to defend/get more/or take from other teams. The fact that theres three teams makes it a map where plans count for nothing as the gameplay makes you react to two other teams. Its utter chaos. I like it.

 

I'd love to see something like this in TOR, of course to make it so that two teams from the same faction wouldn't help eachother, I would suggest severly limiting the warzone gains for losing if your team is of the same faction as another team in the wz.

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