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Huttball 2.0 Version and suggestions for the future direction of PvP


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Posted

Now with 2.0 and PvE'ers getting their next raid. PvP should be on the horizon for a new map/features. I'll do my scholarly best to add suggestions for what I would like to see for the PvP future of SWTOR. Any other input would be appreciated.

 

1) Seeing as how cross server queues are just a pipe dream and not possible for the hero engine. My first suggestion is that you create a "PvP" Server where everyone from the different servers can copy a toon to it for the sole purpose of PvP. This would give one place for serious PvP'ers to congregate and carry out meaningful rateds and warzones without losing their home server. It would be similar to the PTS, except you can disable every location except fleet. Have the PvP vendors and everything you need to make a PvP toon function.

 

You could even limit it to 1 toon or something, and by having all the PvP'ers come together it would give season 1 a real boost, and foster a very competitive environment as well as a place for people to exclusively PvP.

 

2)PvP event, similar to Gree in that it's recurring and you can gain reputation etc. Like a Huttball tournament. (King of the Hill, in that you have to earn your way to the top match, and your group remains top dog until someone dethrones you or you quit)

 

3) A new Huttball map is one thing that I would like to see personally. Some map/trap ideas are as follows:

 

Spike traps or caltrops or something, that causes bleeding and a slow effect.

 

a tunnel/choke point that crushes people from the ceiling or sides, (or the high part on the map (that ranged like to hang out)

 

flame turrets or mannable turrets, allows people that aren't quite geared to participate somehow

 

Maybe put a vibro-sword on a stick and have it circle around the ball spawn, that both knocks people back and causes bleed or something.

 

A pressure plate that shoots out poison arrows.

 

Maybe an electric floor section that stuns people that are walking on it. Can cause huttball fumbles.

 

Put wind turrets that push characters different directions like N/S/E/W instead of up.

 

Swinging lightsabers....

 

Maybe put a roving droid that attacks people.

 

Explosive packed mouse droids released into the arena and have heat seakers.

 

Maybe a fallaway floor that drops people to the lowest level.

 

Bars that change which paths you can take, forcing re-routing/passing.

 

Maybe have a giant ball that rolls through the middle of the map every 30 seconds or so and kills everyone on it's path.

 

Instead of the 2-minute warning, release a rancor that attacks closest target (and disable respawns) and then the last one to have the ball wins for ties

 

Have a holo-bridge (like the one to get the +10 datacron) that people have to activate in order to use. Or have it toggle so you can use it as a trap. (with CD on activation of course) or on a timer so bridge only lasts so long.

Posted
Team Deathmatch in a Maze with random spawns! That would be fun. No visible map.

 

It would have to be a somewhat smaller map, maybe multi-level.

 

Something like this, at about 30 seconds in...

  • 3 months later...
Posted
It would have to be a somewhat smaller map, maybe multi-level.

 

Something like this, at about 30 seconds in...

 

Dont think BW could code the tilt right on that map ahahah :D

Posted (edited)

I agree with most of your suggestions. A real pity about cross-server WZs, since those would greatly decrease WZ queues and avoid situations where you often kill the same people on and on over several WZs (it gets a tad dull - Id rather meet and kill new people :p).

 

Concerning Huttball, I have to admit that Im not really a fan of "loal-1-shot" mechanics. The same applies to the pylon discharge and the bridges in the datacore WZ. They basically give a massive advantage to classes with knockbacks, and there isnt really much you can do when someone knocks you back into something that kills you instantly (or near instantly in Huttball).

 

I understand that it gives flavor to the map and makes it less monotonous, so removing them is not an option, but Id still rather not have more of these features.

Edited by Shakhaar
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