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Have an idea for a Warzone? Share it with a Dev!


AlexModny

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You guys should make a warzone.

 

It could either on taris or balmorra, where each player is assigned to a role, (ex snipers can be lookouts juggs can be defense blockade etc)

 

Round lasts 5m.

If someone goes out if bounds they will not spawn until the round is over.

It take 9 second to take the outpost, the more people the faster it gets taken.

Since there has to be a host, Darth marr will help host for imperial side and Satele shan for the republic side for this training session.

 

In addition, there can only be 2 of each class, 2 snipers or 2 juggs etc

 

If theres 2 snipers/gunslingers, one sniper can snipe from the the north tower of the outpost and the other can snipe at the south tower of the outpost.

Mercs/commandos can be ground guards, using jet packs to fly up for a few seconds.

Sages/sorcs can be healing from inside of a tower.

Guardains/juggs can stay at ground level watching.

There must be 2 players guarding the outpost at all times.

 

^. ^ is rules and stuff

 

Description: Danger on balmorra!

Resistance has taken over outpost grey, one of the most essential outposts on balmorra.

Republic forces have already sent over a squad of troops to help protect that outpost. Help the empire recover outpost Grey! Invite your friends to join the battle!

Will the empire recover the outpost? Only time will tell.

 

 

 

Republic description: Forces needed on balmorra!

The republic needs has control over one of the most used empire outposts.

The outpost needs a full squad of warriors to help defend the outpost!

Help fight the empire in this new warzone!

Earn warzone commendations to get warzone gear to start playing intense ranked pvp as well as level 55 pvp.

 

 

 

 

 

 

 

Map name: outpost grey located on balmorra

Players: 8vs8

Ends when a team gets 600 points.

First round republics defend the outpost, next round imperials defend the outpost or vice versa.

If the republic/imperials get the outpost, then the round is over.

 

 

 

 

Wow that took awhile.

Edited by kirbyshocksword
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One of the things that I think that would be cool would be something like the space battles in Star Wars Battlefront 2. Out side of the ships it would be more or less GSF but with a few objectives that you could attack the enemy carrier. If you could get inside the ship, you could run around inside it just causing chaos and generally breaking things. Once all of the ships vital functions had been destroyed, it would explode/crash and the other team would win. Also if you were inside your own ship over time you could repair certain functions that had been damaged. If you want a better example or want to see where this idea came from, just go and play Star Wars Battlefront 2. It would be nice to get this added but even if something even remotely involving space combat was added I'd be happy. Thanks for reading!!!!:D
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Idea: Supply train.

One team guards a supply train moving through the arena (possibly a desert-themed arena?) , while the other team tries to destroy it. Teams switch once the train is either destroyed or makes it successfully out of the arena. Players can use mounted turrets to either defend or damage the train, or they can fight normally.

Cool idea, but a lot of kinks to iron out. Imagine how pissed people would be if they kept getting knocked off and it was hard to run to catch up with the train. Knockbacks would rule this scenario.

 

Maybe a convoy. If you can't destroy the first supply truck you can get the next, etc.

 

Also a map where the convoy winds through mountains but the attackers can cross to head them off so if they get knocked back they can run over the mountain to the next ambush. The convoy never gets too far ahead that they can run from spawn to the front.

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I wish there really was a Huttball arena for each of the planets with a Major League of Huttball formed. With prizes and transfers and contracts etc. Such a sport-PvP-simulator of some kind. And cirtainly with an ability for non-participants to watch the game.
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How about a warzone in which the players of each team fight alongside and against faction-aligned NPCs? Have it so that the NPCs are capable of achieving objectives as well. For example, if you put them in Civil War, you could have a few (mostly weak, maybe even a couple average-strong ones thrown in once in awhile) Republic soldier NPCs try to grab a turret and attack any imps in the area. Hey, maybe you could even program some complex strategies for them to use against us, with interrupts and good teamwork going on amongst them, maybe even interacting with players on their team by healing, guarding and such.) Maybe even throw a NPC Jedi/Sith in there once in awhile, or even make it so that once in awhile you see Satele Shan run around and start attacking random imps, or vice versa with some well-known Sith (sorry, not overly familiar with the current lore. I ONLY PvP, lol...). Maybe you could apply this idea to an Alderaan warzone mimicking the one in the cinematic where Satele duels Malgus.

 

Couple other ideas - DESTRUCTIBLE ENVIRONMENTS in warzones with some kind of seige weapons.

- maybe try to combine space and land battles with destructible environments (new xPac idea?). Say, try to capture an orbital station or something but when you realize you can't you bomb the heck out of it.

 

Totally random Sith Sorcerer Ability idea - you know how Dooku uses force lightning on Anakin in episode 2 whiel SIMULTANEOUSLY picking him up and throwing him around? That would make an awesome ability for the sorc. Just saying.

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Why not have world objectives?

 

Summary of Raid Event

-Base raid events (like the bases on Tatooine but not limited to any particular planet)

-Have strategic bases scattered all over the TOR universe

-Each base/Strategic area will have Strategic objectives/Capture/defend points

-Create a raid schedule (open time when the base is vulnerable to attack.). Players from each side can join (defender/attacker).

-Based on the outcome of the even the base is either captured or successfully defended until the next raid event and belongs to the winning faction along with any perks that come with owning the base. (ie quick trasport shuttle, merchants, etc..)

-The series of events can be on seasonal schedule where at the end of the season either Imp or Pub is declared the winner after a number of base captures

-Add titles, comms, and rewards based raid participation, performance, and outcome

-If lag is an issue. Add the raid schedule to a mission terminal and limit the number of players who can enter the raid.

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Why not have world objectives?

 

Summary of Raid Event

-Base raid events (like the bases on Tatooine but not limited to any particular planet)

-Have strategic bases scattered all over the TOR universe

-Each base/Strategic area will have Strategic objectives/Capture/defend points

-Create a raid schedule (open time when the base is vulnerable to attack.). Players from each side can join (defender/attacker).

-Based on the outcome of the even the base is either captured or successfully defended until the next raid event and belongs to the winning faction along with any perks that come with owning the base. (ie quick trasport shuttle, merchants, etc..)

-The series of events can be on seasonal schedule where at the end of the season either Imp or Pub is declared the winner after a number of base captures

-Add titles, comms, and rewards based raid participation, performance, and outcome

-If lag is an issue. Add the raid schedule to a mission terminal and limit the number of players who can enter the raid.

I really like it, it would fit to the announcement of guild-ships and the concept of conquering planets.

Edited by DerTaran
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Hello.

 

First of all, I think we can all agree that PVP has become a little..well...stale. Same ol' warzones, day in, day out. I'm pretty sure we all know maps by heart, we pretty much know every single trick,bug,exploit, and dirty move there is in the book to gain advantage. What we need is a breath of fresh air, and by that I don't mean more warzones/killing ground arenas....but Scenarios. Format could be thus : Limited amount of time, 8v8, or even 16v16, provided the engine can cope with such a number of players. And a healthy amount of commendations, and other fancy stuff to the victor. :cool:

 

Scenario 1 : A Bridge Too Far

 

Team 1 races to blow up a vital bridge on a random planet. Team 2 must stop them, using any means necessary. Bombs, bobby traps, sentry turrets, patrols galore. Team 1 has limited amount of explosives, so use them wisely.

 

Scenario 2 : They Have a Rancor

 

Team 1 somehow managed to wind up on a Hutt controlled world, and they must escape! Team 2 has considerable resources to prevent their escape, since they are (at present) on Hutts' payroll, and Hutts are more than willing to provide their pets and goons for the job.

 

Scenario 3 : Wrong Compartment

 

Team 1 has boarded a Corellian train, which carries a Republic Senator / Important Holocron / Ammo caches vital for the war effort/ etc. Team 2 must use all its available resources to repel the would-be hijackers. Booby traps, droid sentries, and Holocron/ Senator's / whatever personal guard stand ready. Also, an opportunity to toss somebody off a train would be neat too.

 

Scenario 4 : Desert Storm

 

A massive armored convoy is en-route to Republic/Imperial base on Tatooine. Vital shipment contains water, medicine and enough ammo to turn the tide of war. Team 1 must infiltrate the convoy and destroy as many shipments as possible, before they are repelled by Team 2. But beware! Convoy guard droids and automated sentries won't stand idle as you burn their supplies.

 

Scenario 5 : A Price on your Head

 

Team 1 must protect a VIP : a scientist/ Jedi / engineer/ whoever . He must conduct vital research for the benefit of Empire/Republic. Team 2 was approached by the Hutts to put him/her out of her/his misery, for a very generous sum. Team 1 wins if the VIP succeeds in his/her mission , and flees to safety (escorted). Team 2 must kill him to claim the bounty.

 

I have many more ideas, just thought I might share some with rest of the community.

 

Cheers. :)

Edited by PetarJovanovic
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Hello.

 

First of all, I think we can all agree that PVP has become a little..well...stale. Same ol' warzones, day in, day out. I'm pretty sure we all know maps by heart, we pretty much know every single trick,bug,exploit, and dirty move there is in the book to gain advantage. What we need is a breath of fresh air, and by that I don't mean more warzones/killing ground arenas....but Scenarios. Format could be thus : Limited amount of time, 8v8, or even 16v16, provided the engine can cope with such a number of players. And a healthy amount of commendations, and other fancy stuff to the victor. :cool:

 

Scenario 1 : A Bridge Too Far

 

Team 1 races to blow up a vital bridge on a random planet. Team 2 must stop them, using any means necessary. Bombs, bobby traps, sentry turrets, patrols galore. Team 1 has limited amount of explosives, so use them wisely.

 

Scenario 2 : They Have a Rancor

 

Team 1 somehow managed to wind up on a Hutt controlled world, and they must escape! Team 2 has considerable resources to prevent their escape, since they are (at present) on Hutts' payroll, and Hutts are more than willing to provide their pets and goons for the job.

 

Scenario 3 : Wrong Compartment

 

Team 1 has boarded a Corellian train, which carries a Republic Senator / Important Holocron / Ammo caches vital for the war effort/ etc. Team 2 must use all its available resources to repel the would-be hijackers. Booby traps, droid sentries, and Holocron/ Senator's / whatever personal guard stand ready. Also, an opportunity to toss somebody off a train would be neat too.

 

Scenario 4 : Desert Storm

 

A massive armored convoy is en-route to Republic/Imperial base on Tatooine. Vital shipment contains water, medicine and enough ammo to turn the tide of war. Team 1 must infiltrate the convoy and destroy as many shipments as possible, before they are repelled by Team 2. But beware! Convoy guard droids and automated sentries won't stand idle as you burn their supplies.

 

Scenario 5 : A Price on your Head

 

Team 1 must protect a VIP : a scientist/ Jedi / engineer/ whoever . He must conduct vital research for the benefit of Empire/Republic. Team 2 was approached by the Hutts to put him/her out of her/his misery, for a very generous sum. Team 1 wins if the VIP succeeds in his/her mission , and flees to safety (escorted). Team 2 must kill him to claim the bounty.

 

I have many more ideas, just thought I might share some with rest of the community.

 

Cheers. :)

This is brilliant, and most importantly~ Very different and fresh!
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Glad somebody likes it. :) Here are some more.

 

Scenario 6 : ...But Never Outgunned

 

Team 1 is stranded, abandoned and forsaken by the Empire/Republic. Team 2 is moving in for the killing blow, but can they eliminate them who have nothing to lose, and are willing to take as many as they can down with them? Orbital bombardment, chaos on the battlefield, trenches, bunkers, and landmines....the last stand of the band of brothers/sisters. Team 1 must survive, Team 2 must put Team 1 out of their misery.

 

Scenario 7 : The Day the Skies Rained Fire

 

Invasion! A planet is beset on all sides. Team 1 must capture key strategic points and hold them for a designated amount of time, before reinforcements arrive to relieve them. Push the front to victory! Objective? Slay the enemy general. With his death, resistance is crushed. Team 2 must hold their position as long as possible! They can mobilize local population, use every dirty trick high and low to deter the invaders, call in whatever support they have and try their best to stop the onslaught. Team 2 wins if time runs out, and Empire/Republic fleet arrives to rescue them.

 

Naturally, rewards could be hefty and generous. Legacy titles, cosmetics, fancy gear, vanity pets ...and credits, a lot of credits. :cool:

 

PLEASE NOTE : These are just ideas for something that could revive PVP. I leave the designs and other stuff to developers. :)

Edited by PetarJovanovic
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Glad somebody likes it. :) Here are some more.

 

Scenario 6 : ...But Never Outgunned

 

Team 1 is stranded, abandoned and forsaken by the Empire/Republic. Team 2 is moving in for the killing blow, but can they eliminate them who have nothing to lose, and are willing to take as many as they can down with them? Orbital bombardment, chaos on the battlefield, trenches, bunkers, and landmines....the last stand of the band of brothers/sisters. Team 1 must survive, Team 2 must put Team 1 out of their misery.

 

Scenario 7 : The Day the Skies Rained Fire

 

Invasion! A planet is beset on all sides. Team 1 must capture key strategic points and hold them for a designated amount of time, before reinforcements arrive to relieve them. Push the front to victory! Objective? Slay the enemy general. With his death, resistance is crushed. Team 2 must hold their position as long as possible! They can mobilize local population, use every dirty trick high and low to deter the invaders, call in whatever support they have and try their best to stop the onslaught. Team 2 wins if time runs out, and Empire/Republic fleet arrives to rescue them.

 

Naturally, rewards could be hefty and generous. Legacy titles, cosmetics, fancy gear, vanity pets ...and credits, a lot of credits. :cool:

 

PLEASE NOTE : These are just ideas for something that could revive PVP. I leave the designs and other stuff to developers. :)

*thumbs up* Some objectives might be too long to achieve but boarding the bridge of a capitol ship and take out a VIP etc should be perfectly ok, stuff like that :)
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Besides reskinning current game modes to new locations (with additions of traps regardless of game mode), here is my idea.

 

 

Cademimu

 

Think Headquarters x 2.

 

The Match:

- 10 to 20 second grace period to spread out throughout the map (or not)

- 2 capture points appear after the grace period

- Teams have to claim the points by capping the point and then defending it for 30 seconds while its processed

- Once a point is captured, that point will deactivate, and another point will activate. A light column should be displayed above the active capture points

- The team to reach 8 capture points or the team with the highest amount of points captured wins

 

Scoring:

- 500 Attacker points for capturing

- 500 Defender points for being in the vicinity of a point that is successfully defended

 

The Map:

Will be a series of platforms of varying sizes and elevations connected by bridges/ramps. Picture the floating platforms that you navigate before fighting Captain Gimyk in the Cademimu Flashpoint.

 

I would like to see a speeder and/or lifts being used to access different platforms. They would function on cooldowns much like the boosts do

 

The floating nature of the map is obviously susceptible to knock offs, but I would like to see the implementation of a delaying mechanic in a WZ, where you put up a force field to prevent access briefly (like 5 seconds or something, you know, like the brief separation of Darth Maul and Qui-gon-Jinn in Ep 1)

 

Teams would start on opposite sides of the map, I have not come to a conclusion if it would be best to start on the corners, or in the middle edge/platforms of the map.

 

Since these platforms can hold ships, as they tend to do in the game, I would like to see some ships on a few of the platforms.

 

The Risks:

- Some classes will have advantages. such as the classes with a knockback or possibly even leaps if the platforms/bridges are close enough. I think this could be mitigated slightly by including the odd disappearing bridge, so that classes with no knockbacks can root a player on a bridge int he hopes of having it disappear while they are still on it.

- The layout of the map has to be balanced well, to avoid having one team having quicker or more routes to the various platforms. The solution is obviously a symmetrical map.

 

I have other ideas, but not as thought out yet.

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So I read a great many pages of this thread and will share one I came up with before reading the thread. Firstly, the VIP ones are hard to do unless you are protecting an NPC. What happens if the person who is the VIP is a super tank with a great healer, and the other team has a bad mix to stop them.

 

I do agree there needs to be a CTF style WZ however, so why not roll the ideas together.

 

Capture The VIP

 

So each team starts the game with a random person their VIP. The VIP is able to move and defend themselves. They have the disadvantage of being a beacon of light similar to Huttball, shining into the sky yellow or purple. In order to take these living flags, the opposing team must freeze them in Carbonite. Now we have seen this mechanic in the Bounty Contract week when you do it to the bounty. The VIP have a life buff/defense buff so they can get a better chance to escape. The team comes up and after reducing the VIP's life to 50% or so they can cast a 2 or 3 second carbonize ability. The VIP in carbonite is unable to use abilites to escape their prison or attack. The player who carbonizes is then followed by the floating VIP, just like it happens in the bounty missions. If the opposing team kills the person who is being followed by the block of carbonite, it stops until either team activates it again.

 

Points are scored by getting the VIP back to the "score" zone. If you pull your own VIP back to the zone, they unfreeze and are safe. 1 point. If you pull the enemies VIP back to your zone, you get 1 point. The enemy VIP then respawns at their score zone. If your teams VIP is not in the score zone when you pull in the enemy VIP, you still score. Or maybe you don't. Depends on how easy it is to return the VIP or not. 2 VIP's and the ability to carbonize them regardless of what class they are solves the problem of what happens if you get a super tank and healer. Or if you have no healer to keep your VIP up, you can still save them.

 

First team to 10 points, or highest score before time runs out wins.

Edited by Abraxcas
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So I read a great many pages of this thread and will share one I came up with before reading the thread. Firstly, the VIP ones are hard to do unless you are protecting an NPC. What happens if the person who is the VIP is a super tank with a great healer, and the other team has a bad mix to stop them.

 

I do agree there needs to be a CTF style WZ however, so why not roll the ideas together.

 

Capture The VIP

 

So each team starts the game with a random person their VIP. The VIP is able to move and defend themselves. They have the disadvantage of being a beacon of light similar to Huttball, shining into the sky yellow or purple. In order to take these living flags, the opposing team must freeze them in Carbonite. Now we have seen this mechanic in the Bounty Contract week when you do it to the bounty. The VIP have a life buff/defense buff so they can get a better chance to escape. The team comes up and after reducing the VIP's life to 50% or so they can cast a 2 or 3 second carbonize ability. The VIP in carbonite is unable to use abilites to escape their prison or attack. The player who carbonizes is then followed by the floating VIP, just like it happens in the bounty missions. If the opposing team kills the person who is being followed by the block of carbonite, it stops until either team activates it again.

 

Points are scored by getting the VIP back to the "score" zone. If you pull your own VIP back to the zone, they unfreeze and are safe. 1 point. If you pull the enemies VIP back to your zone, you get 1 point. The enemy VIP then respawns at their score zone. If your teams VIP is not in the score zone when you pull in the enemy VIP, you still score. Or maybe you don't. Depends on how easy it is to return the VIP or not. 2 VIP's and the ability to carbonize them regardless of what class they are solves the problem of what happens if you get a super tank and healer. Or if you have no healer to keep your VIP up, you can still save them.

 

First team to 10 points, or highest score before time runs out wins.

 

Problem with this type of game mode is that no one would ever want to be the VIP, and would probably just try to get out of it by /stucking or leaving the game. No one wants to be stunned for an entire warzone, and also, what happens if the VIP just hides in their spawn? What happens if the VIP is a stealther? Are they visible, which makes them useless for defending themself, or can they be invisible, which makes the game impossible for the other team?

Edited by orangefishboy
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Not really viable but I'd like to see some kind of layered PvP scenario which links multiple battlefields in real time.

 

Basically much like Ep VI Endor battle or the Ep I Naboo battle, there is a push on multiple battlefronts for a single victory.

 

As a primitive example, lets use existing assets and apply them to a mission of 'Disabling a Warship'

 

Attackers and Defenders, and several groups of players in each.

 

One group of players is allocated for a GSF battle. This battlefield would include elements such as a capital ship and satellites.

One group to a Voidstar like battlefield, including the doors and access points but also power conduits and force fields.

One group to a ground based battlefield, including elements such as node controlled turrets and some datacrons.

 

The goal is to get the players into the core of the Void star and sabotage the engines, then get out.

 

In the GSF battle the attacker must not only target enemy fighters but seize satellites targeting the ground battle and hit key sections of the enemy capital ship at key times. The defender must maintain satellites firing, target enemy fighters and enemy boarding pods. This is made harder for both as they must occasionally dodge force lightning storms and turret fire from the surface.

 

The ground battle plays much like a small fast Novre coast where the turrets are either targeting fighters for the defender, or the capital ship for the attacker. As well Datacrons can be accessed by characters (themeatically force users but legacy everyone is force) causing force storms into the GSF battle. Defenders must also avoid orbital targets from satellite weapons captured in the GSF. The ramifications of taking nodes and datacrons in this way is a little empty as they are off screen so this zone needs more development.

 

The voidstar battlefield is in this case the core, where the attackers must fight to get to the engines, then reverse and fight to escape. This is made harder in that there is no bombs to put on doors and force fields still block the bridges you deploy. The Key is that once you slice the door, or deploy the bridges, you have to call to the other battlefields for support, with turret fire from the surface and hits on the capital ship by the GSF open the way to the next phase/section. Also how quickly the boarding pods are interrupted by GSF impacts here in releasing players from respawn, just a little but the being too effective or ignoring the pods will speed up your allies or your enemies respectively.

 

Being separate zones should avoid lag from too many players at a single time.

 

Not really viable to pug so may be too targeted to big guilds to ever get off the ground but it would bring back that epic multiple hero aspect of several Star Wars moments. A multi operation PVE version could probably be devised as well.

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Problem with this type of game mode is that no one would ever want to be the VIP, and would probably just try to get out of it by /stucking or leaving the game. No one wants to be stunned for an entire warzone, and also, what happens if the VIP just hides in their spawn? What happens if the VIP is a stealther? Are they visible, which makes them useless for defending themself, or can they be invisible, which makes the game impossible for the other team?

 

Never said it was a perfect idea. Maybe the VIP has a timer so they can move again. But as the VIP they are high profile, and the beacon of light is always visible in the sky. So class doesn't matter. A seen stealth is not useless. They get the buff to their life which makes them harder to kill so that they can survive longer.

 

But we do need a CTF type game. Problem with that is if a tank comes in with a premade of healers, they would be unstoppable. So they run for the flag, tank gets it, well it's hard enough to get 2 people to focus a healer, but a premade of tank and 2 healers would still be at a great advantage. Just last night, played a huttball against a PT tank. He was pretty unstoppable. And he only had one healer.

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Never said it was a perfect idea. Maybe the VIP has a timer so they can move again. But as the VIP they are high profile, and the beacon of light is always visible in the sky. So class doesn't matter. A seen stealth is not useless. They get the buff to their life which makes them harder to kill so that they can survive longer.

 

But we do need a CTF type game. Problem with that is if a tank comes in with a premade of healers, they would be unstoppable. So they run for the flag, tank gets it, well it's hard enough to get 2 people to focus a healer, but a premade of tank and 2 healers would still be at a great advantage. Just last night, played a huttball against a PT tank. He was pretty unstoppable. And he only had one healer.

 

That's why you have to go as a premade against premades. More coordinated players will always win in PvP.

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  • Long and narrow asymmetrical map (not a graphical mirror image and not so wide that flanking is too easy)
  • Domination style play - linear nodes along the path
  • NPCs (silver elites) guard the nodes after taken and announce to the operation when they are under attack.
  • You can add the moba style escort NPCs to each capture point. This way stealth capping is possible but your team still needs to get the npcs there to relieve the guard.
  • battlefield rezzes enabled, captured respawn points, spawn on group member?
  • Urban warfare setting on Corellia would be my pick

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  • 2 weeks later...

I originally posted this as its own thread, but it was suggested that I copy and paste my idea in this thread. Please see below.

 

Hello all,

 

As we were pvping, my guildies and I were tossing around ideas for a new warzone. I took some notes and then wrote out a description. I wanted to post this to get the community's thoughts on this proposal. I realize this is a long post and the design of this warzone would be a huge task and mostly likely a dream, but we had fun thinking up these ideas and I had fun writing it out and filling in some details.

 

I welcome any constructive feedback on this post.

 

Proposed Warzone: Invasion

 

Pulling from the latest overall story line Invasion and combing elements from other warzones, this would be a 4 stage PVP battle. This is an 8 v 8 or possible 12 v 12 battle. There will be attackers and defenders. Attacker and defender roles to be determined at start of battle at random. That role will remain for the entire match.

 

Empire Invasion of Tython or Republic Invasion of Korriban. The proposal below is told from the Imperial point of view.

 

Phase 1: Engaging the Enemy

Background: We have discovered and are launching an attack on the Jedi home world of Tython. We want to distract and disrupt the Jedi influence on Republic strategy and troop movement, what better way than to attack their home. Phase one of invasion is to simultaneously cut communications with the Republic while blinding the enemy on the ground. There are 5 key communication satellites in orbit around the planet which are guarded by an orbital platform of turrets. Take out the communication satellites so they cannot report the attack it will also cut of all but local communication on the ground. Once the satellites have been destroyed and the turrets’ taken out on the platform, a portion of our fleet will arrive to blockade the planet preventing anyone from escaping.

 

Starfighter warzone. Using standard fighters provided by the Empire (not character star fighters with upgrades), the attackers engage the satellites and orbital platform with the object of destroying the 5 satellites. Defenders will man the turrets on the platform. The attackers can go straight for the satellites or choose to attack turrets. There is a time limit of 5 min. The attackers have the advantage of agility and speed with 6 missiles each that cause more damage, but require a missile lock to fire. Missile lock requires target in reticle for 3 seconds. The defenders, have advantage of shielding around the turrets which reduces damage by 50%, an auto-repair program that slowly fixes damage, and each have an EMP pulse on a 2.5 min cool down. The EMP pulse can disable fighters in range for 5 seconds preventing them from moving or firing missiles; however, disabled fighters can still fire laser cannons.

 

If a fighter is destroyed, then another must be re-launched from the command ship and travel to the battlefield. If a defender turret is destroyed, the defender is out for the round. (Similar to the bridge section on Voidstar, if a defender falls, the defender now falls back to the next phase.) Points for the phase are based on the number of satellites destroyed. Once all are destroyed or 5 min timer runs out, move to phase 2.

 

Phase 2: Ground Assault

Background: We have control of the orbital platform and have blockaded the planet. The main command center on the ground is shielded. We have launched a ground assault team with walkers and landed them outside the main command base on the planet. We need to break the defense of the command center and turn their turrets on the command center to bring down the shield.

 

Ground fight warzone similar to Novare Coast. The attackers deploy from the walkers and have to attack base defenses. The base has 2 turrets with a bunker at each turret. The defender turrets are programmed to attack the walkers which are just out of range of the turrets, the defenders must slice the turrets (like Novare Coast) and turn the turrets on the command center shield. There is a 5 min time limit for this phase. Points will be awarded based on how much the commend center shield has been damaged.

 

Defenders can fight in the open or (advantage defender) 2 defenders can occupy a bunker and launch ranged attacks from bunker. While in the bunker, defenders are immune from pulls and interrupts (similar to sniper/gunslinger cover). Even if the defenders in the bunkers are defeated, attackers cannot use bunkers. The attackers must push past defenders to slice turrets at their base. Once sliced, the turret will turn and attacker the command center. The walker that was being targeted by the turret will move forward and also attack the commend center, the energy shield will take moderate damage, and because the walker moved forward, attacker reinforcements launched from that walker don’t have as far to run back into battle. If both turrets are turned, then both turrets and both walkers will attack and the energy shield will take heavy damage. If a defender is defeated, they will send reinforcements from the command center, but in order to get through the shield they must wait for an opening to allow them to pass, which occurs once every 30 seconds. If an attacker is defeated, attackers will immediately send reinforcements from the walkers (advantage attackers).

 

Once the shield is destroyed or 5 min timer runs out, move to phase 3.

 

Phase 3: Command Center

Background: We have broken through the command center outer shield. Get to the main control room and slice the controls to access the landing pad security turrets. Once those have been disabled we can plant a hyperspace beacon and bring in our occupying force that is waiting just outside the system directly to your position.

 

There is a 5 min time limit and points will be based on how far the attacking team has advanced.

 

Fight through each area of the complex similar to Voidstar. The command center is divided into 3 sections with 2 hallways connecting each section. (Main foyer, large interior room, and control room). It has been fitted with phase shielding at all hallway entrances. The phase shielding will only allow people to pass through from the interior of the complex to the exterior. The shielding is modulated, so when you pass through you have to pass through at a normal running pace, you cannot have your speed enhanced (exfiltration, force speed, hydraulic override, etc) or it will bounce you and cause significant damage. In addition, no weapon or force attacks can pass through the shield. Once passed through, you cannot return. Nothing from the exterior can pass through the shield. The attackers must deactivate it by slicing the control panel to the side of the door. Slicing the control panel will take about 8 seconds of uninterrupted time (similar to Voidstar). The command center has also been equipped with stealth detectors, therefore, no attackers or defenders can stealth in the command center.

 

Both the hallway phase shields and the stealth detectors are controlled by 2 power generators. The power generators can either be destroyed by the attackers or voluntarily disabled by the defenders. Knocking out 1 power generator will disable stealth detectors on 1 side of the command center allowing attackers and defenders to stealth around the center where the detectors have been disabled. However, you must unstealth to pass through a phase shield. All control panels will need to switch partially to an emergency power unit within the panel, this will weaken the encryption and will require 6 seconds to slice instead of 8. If both generators are disabled, all stealth detectors throughout the center will be disabled and the panel encryption will be further compromised requiring only 4 seconds to slice.

 

If an attacker is defeated, reinforcements are launched from the entrance to the main foyer, no matter how far they have advanced into the command center. If a defender is defeated, reinforcements are launched from just outside the control room. The power generators are located in separate small rooms on either side of the large interior room (second room) on the defender side of the room.

 

As the battle starts the defenders start in the large interior room and the attackers start at the entrance of the main foyer. Defenders can disable power generators at any time. Once disabled or destroyed, they cannot be turned back on. In the beginning, there is an advantage to the attacker as the reinforcements are fairly immediate and the defenders have to run the entire length of the map; however, slicing a panel takes 8 seconds. As attackers pass through into the second room, the defenders will gain more of the advantage as reinforcements are able to respond more quickly and the attackers reinforcements have a longer run; however, the slicing time on the panels can be reduced by 2 seconds for each power generator disabled and stealth will be allow for both sides as the power generators are disabled. The defenders can either choose to defend the generators or the hallway shield or both. There are strategic decisions to be made here. As a defender you can allow the generators to be disable allowing you to stealth if you have the ability, or you can allow the attackers to gain access to the next room, but defend the generators so they can’t stealth and the slicing time on the panels is longer. After the second room, getting into the control room can be difficult, even if the slicing only requires 4 seconds, the defender reinforcements are fairly immediate, whereas attacker reinforcements now have to travel across the map. Once inside the control room, an attacker merely has to click the control panel which takes about 1 second.

 

Once control panel is accessed or 5 min timer runs out, move to phase 4.

 

Phase 4: Hyperspace beacon

Background: The control room of the command center is ours and we have disabled the landing pads security. We must plant our hyperspace beacon. Although we have broken through their defense, there are still pockets of resistance. Their plan is to intercept our beacon and reprogram it for their fleet to bring in help. We must defend the beacon long enough for our star destroyers to arrive and deploy our occupying force.

 

There is a 5 min time limit to this phase and points are awarded based a beacon being planted and charged on how long a team holds the beacon. Ground force fighting similar to Hypergate.

 

The landing pad has 2 entrance ramps on either side with a platform. In middle is the pad to plant the beacon. The beacon must be planted and then charged. There are 4 charging stations on the platform, one in each corner. Attacker side of the platform has 2 positive charging stations and the defender side has 2 negative charging stations. In order for the beacon to function, the beacon must be first planted, then a positive charge activated and then a negative charged to complete the circuit/flow of the charge. It must be completed in this order, or the beacon will not be operational.

 

Planting the beacon will take 6 seconds (similar to Hypergate) and each charging station will take 4 seconds. Once planted and the circuit complete in the correct order the beacon is operational. The beacon can be disrupted either through an interruption in the circuit (taking over a positive or negative station) or by slicing the beacon itself and gaining control of it. If the circuit is interrupted it must be reestablished again in the same positive to negative order. If the beacon is sliced, the power must be restored in the same order as well.

 

In order to prevent just capping and camping a beacon (to get points and keep the other team at zero) or camping the 2 positive or negative charges (to just prevent a charging), points are awarded to a team that plants or slices a beacon, but the points are slowly removed over a 30 second period back to zero if the beacon is not connected to a charge. If one charge has been activated (positive or negative), the point reduction will stop, but no points will accumulate. If both the positive and the negative charges are activated (in the correct order) and the beacon is being charged and is operational, points will then accumulate. If a charge is interrupted (positive or negative) the point accumulation will stop. Minor points can also be awarded based on kills.

 

If nothing is controlled – 1 kill equals .25 point

If a beacon and 1 charge is controlled – 1 kill equals .50 point

If a beacon and 2 charges is controlled and beacon is operational – 1 kill equals 1 point

 

Once 5 min timer runs out, the phase and warzone is over. Points from each phase are added together to determine a winner.

 

Maximum total time 20 min. Maximum total comms awarded 175.

 

Proposed overall grouping, damage and healing limits.

The thought behind this warzone is to bring PVE storyline elements into PVP, combine some popular PVP mechanics into 1 warzone, and promote teamwork and strategy. In order to prevent a stacking of the deck of an overpowered grouping (intentionally with pre-mades or unintentionally with group finder) the following limits are proposed.

1. For an 8 v 8 contest, maximum healers 2, maximum tanks 2. No limit on damage dealers. For 12 v 12, maximums would be increased to 3.

2. For damage dealers, when hitting a 2018 expertise target, max damage output per hit per player is 10k. That does not mean an AOE cannot hit for more than 10k total, but it will be limited to no more than 10k on each target. If a target has less than 2018 expertise, max damage may be increased by 10 points per 1 point expertise under 2018.

3. For healers, when healing a 2018 expertise target, max healing per ability per player is 10k. If target has less than 2018 expertise, healing may be increased by 10 points per 1 point expertise under 2018.

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I'm thinking that a warzone that combines Novare Coast, Alderaan and Voidstar would be cool, especially if it were on a neutral hutt ship.

 

Maybe have it to where you can cap a door like in voidstar and the team that enters it can set up a shield that makes it to where the opposing team can't enter it UNTIL they plant 4 bombs on 4 different places on that shield with 3 second placement times and 20 second explosion time when all of them have been placed, making them unable to be defused. The person who capped the turret can defuse them from the other side but gives that person who did it a 1 minute inability to defuse again. The turrets capped from the inside will be used to damage the opposing enemy's respawn zones which is a basic fortress like in Novare Coast but has some speeders that takes them to the next objective. So the team that destroys the enemy's bunker gets a faster ride to the next objective.

 

The team that loses their bunkers have to run all the way to the next objective, which wouldn't be that far. (Maybe 100-200m away?)

Once they reach the next objective it becomes a more Alderaan Civil War type of playstyle combined with voidstar-like mechanics. For instance you have to cross a pathway with a bridge that stays open for 10 seconds, if one player gets across the bridge from either team they can start capping the 8 second cast time objective that will pave the way to victory for that team. After they cap that objective they have to move at 25% speed to another door that they have to plant said objective on to win the game. If the person with the objective dies, the person who got the killing blow will receive that objective and be able to work their way towards the final door. After that door has been opened you will have to rush into the opening (this will be where AOE CC will come in handy, because whichever teams caps the final objective wins, no matter whos been winning the entire game) and cap a 1.5 second cast timed box on a pedestal.

 

After it is casted a Hutt Cartel member comes up from an elevator in the ground and you find out that what was in the box was the Hutt's dinner.

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