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


AlexModny

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Something without the need to have a guard. Huttball is probably one of the most engaging WZ's you guys have created and I believe that's because it doesn't require a quarter of them team to be standing around doing nothing for 15 minutes like in NC, AC and AH (AH is the worst because you're instantly flamed for losing the node to a double sap cap). I don't really have anything specific in mind but I would like to see more WZ's that don't require a chunk of the team to just stand around doing nothing.

 

King of the hill type matches would be nice using the mechanics from AHG where kills charge a pylon or whatever except there is one neutral pylon that charges from both teams kills. Once your team has X amounts of kill you win the point and the hill moves.

 

Another feature I would like to see in a WZ is the removal of the guaranteed loss. In a few of the WZ's there is a point where no matter what you do a loss is inevitable or would be extremely unlikely to come back from. In AC once the score is n to (n/2-10) the game is pretty much over. A triple cap is needed at that point but if it's 450 - 215 it's very unlikely that a team would be able to maintain a trip cap that long to come back. If a stealther gets past you quickly in the first round of VS it puts you in a really bad spot.

 

So my ideal new WZ would be one where combat is the focus not who has more CC to cap a node, there isn't really a point where it's mathematically impossible to win and to not have it be requirement that 1-3 people on the team stand around away from the action doing nothing. King of the Hill and multi-flag CTF with the ability to steal flags back form the enemy team would be ideal.

 

I had a few non guarding WZ ideas on page 4. Lots to read on that thread so sorry for the wall, but I like some of the ideas and would be curious to hear what others think

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I'll leave the creativity to more creative minds, a bunch have already posted good stuff.

Some general preferences for what's next:

 

- No guys left staring at a node and the clock please. I'm fine with what we've got but don't want to see more of it.

 

- King of the hill or a variant. Domination DM, with creative map design so it's not just a mini zerg pig pile at mid.

 

- Capture the flags.

 

- If viable, try to up the head count for whatever's next. 12 v 12 or more please. I have faith that you guys can make it work.

Edited by Joesixxpack
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I think a mechanic that would be interesting to explore would be having objectives that have a number of hit points that have to be destroyed. Can we destroy their turret before they get ours? To make tanks more valuable in PvP, allow tanks to guard the objective that has to be destroyed (would need some consideration to their protection numbers). The destroyable objective creates interesting questions: defense or offense? Kill the objective or the enemy players?
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I would love to see a warzone like "Alterac Valley" ( world of warcraft ) but the old version, from vanila wow.

 

A place where you can fight for 10 hours and only advance a meter. Just enjoying the relaxing feel of killing people for hours. Planning an assault of a tower protected by npcs and having the sensation that you are a step closer to the victory freeing that flank from incoming damage. The summoning of npc reinforcements.

 

But I would add a few teaks to improve the experience:

 

- Dont waste resources making new maps. Just take existing planets to do the wzs and add fortifications and stuff. Exactly like the new flashpoints in Korriban / Tythoon. That stuff is very cool, because you have for the first time the sensation of a real contest between empire and republic. In a place where there was calm through leveling now a total massive fight of chaos.

 

- The wz should be something like 24vs24. That will have a great impact in the queue system. So make a restriction. Put this WZ only 1 week per month. To concentrate the people queueing for this wz. And put it with his own queue separate from the others WZs. You can even swicth scenarios every month. One month Ilum, one month Oricon, etc...

 

- Make a good system against bots/macros/anti-afks to avoid people not contributing to the battle.

 

But I know that the engine works quite bad with massive fights so maybe I am just dreaming :_(

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yeah I got a couple game variants:

 

A free-for-all 8 person variant, every man for himself is always a fun variant, complete chaos, no rules.. just get out there and be the first to 25 Killing Blows, Halo 2 stylin'.

 

a "Juggernaut" free-for-all 8 person variant (not to be mistaken with the class) where 1 out of the 8 people is buffed HEAVILY giving them the easy competitive edge to the point they could run around wreaking havoc and killing as many people as he/she can with his buffed stats or abilities until they're struck down by the other 7, whoever gets the killing blow on the "Juggernaut" would receive a 50% heal and would then be the next "Juggernaut". This would also entail the other 7 having the ability to also kill each other on their way to killing the "Juggernaut" (free-for-all) but the only kills that count towards a win would be those Killing Blows that you get AS the "Juggernaut".

 

A posible "Escort" Team game variant, where 1 person(s) on the offensive team is represented as the escorted and their teammates (the escorts) take them along a trail as far as possible. Meanwhile, the defending or opposing team tries to stop(kill) the escort. Farthest escorted team by length wins. With maybe a few forks in the road to throw off the exact location of the escort, and split up the defending teams forces. There would be a reachable end point, in the case that both teams successfully lead their escort there, the winner would be based on the best time.

 

Major City Raids (I'm talkin' world PvP here).. The real underlying problem being, if you roll into a city with PvP gear is 2-3 NPC guards are almost easily able to annihilate your entirely PvP geared group hardly lifting a metaphorical finger.

Unless your crew (12-20 people) is running with both a full set of PvE and PvP gear and switching off between NPCs and Player combat respectively, this poses a major issue in trying to take over a major Empire/Republic city.

In most major cities you're getting destroyed by either the guards or the players. In either sense, something should change to make this part of the game a little more viable to those in PvP gear. Achievements (and a possible mount) coming along with making it to the Major City Figure and destroying him/her.

 

BRING BACK ILUM(or some other world PvP area that offers King of the Hill style point-of-interest combat 24/7).

If you can get this place to work with at least a 20v20 per faction ratio without the server coming to a near crash and/or constantly disconnecting players (maybe taking out shadows and bloom universally on the map), that would be just peachy. I miss collecting scrap metal, as much as I bashed not having to do it anymore when it was gone.

 

CUSTOM GAMES

(this would be a big future project)

 

Pick a map,

Pick a game type,

Pick a player limit,

Set up objects around the map the way you see fit.

INVITE YOUR FRIENDS OR GUILD (non-matchmaking style).

 

2v2 and 3v3 Arenas:

this one is self explanatory.. WoWs got it, let's compete with the Goliath a little more, shall we?

 

(Cross server queues, please.)

 

Speeder Bike Racing:

This would be a nice player-versus-player variant, but not a traditional Warzone type. Something that was in the KOTOR games for Xbox known as "Swoop Racing" same concept, but with speeders. Pick your ride of choice (with everyone starting at a base 100% speed, no add-ons or buffs), add speed boosts around a circular (or ovular map, featuring wide turns or a no turn straight on full-time track with a mini map displaying position), objects to run into that slow your speeders overall velocity, and boosts obviously, would make you go fast to the point you almost can't avoid objects.

 

If you need help, gimme a salary.. I'll project manage the life out of these things.

Edited by Woofmasterflex
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Definitely more WZ's that don't require a node guarder. Nobody likes that job.

 

CTF mode would be very fun but if it's standard CTF where you capture their flag and bring it back to your base while you still have your flag, then there would need to be some heavy traps going on. Otherwise there are some tank/healers that could make most matches complete stalemates the whole time. That being said I am all for some good ol' CTF.

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I only started to pvp about 2 or 3 months ago but have been enjoying it for the most part, it has keep me as a sub tbh, well that and my guild. I know this is not a new WZ idea but the cross server thing is popular idea among people and is not in the cards for now but what about making these WZs non faction for the server.

 

No pubs no imps, that way we play different teams a lot more instead of the same people on the same teams. An assassin and shadow running together type thing, just to mix things up more. That would take away the faction unbalance that is talked about on some servers. Not sure if others like that idea or not but would change things up.

 

I for one like the Hyper gates ( ya I am wurd ) but like the idea of king of the hill with maybe 12 v 12 and side things u have to capture to win. Anyways hopefully the community and devs can work together from this point forward and rebuild.

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Why you DEVS dont try the Fusang Project from The secret world and try to implement it for SWTOR? TSW pvp is kinda fun but killed by the lack of players and heavy imbalances.

Go create a toon is free , try the pvp maps and improve it.

 

Fusang Project: Multiple objetives in a huge PVP area like Corellia warfront : Capture a facility protected by a giant NPC, kill X ammount of players, turn Y nodes to your faction...

 

 

Also the Stonehenge map is pretty awesome: Central area of the map must be controlled, team with more players alive in the area get points ...this map to work needs 3 teams, so premades cant rule.

 

Othe fun game with excellent PVP maps is Rift, capture the flag is really fun, also the library fight is awesome.

The library is about that "death stones" you are talking about but to prevent the outhealing and the turtling you fear...there are multiple stones so is impossible focus in just one. Killing a player with a stone gives points as keeping it does.

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Duran'del here:

 

The idea I have is similar to Dominion from Halo 4, Attrition from Titanfall, and Assault from, again, Halo.

 

The map is located on the Mining Mesa of Makeb, and the WZ involves players fighting their way across pillars and bridges that connect the drilling platforms.

 

The WZ starts off with the team being dropped off via dropship while an officer of their faction briefing them on their mission: get as much Isotope-5 as possible within the operation's timeframe(10 minutes) and get out.

 

The objectives are Drill Points Aurek, Besh, and Cresh. When captured, the drill platforms will fortify. Fortifications include landing pads for spawn points and AI, Turrets(Usable by players), Shields, and AI light turrets.

 

The AI are simple Battle Droids(Like the new HK skins in 2.7) and Soldiers. They are not intelligent, but allow you to gain points by killing them.

 

The twist is here: an EMP device spawns in the center of the map. The EMP device can be planted inside an Enemy base to disable it for 45 seconds(Destroying any fortifications inside) when the Drill is disabled, it will not grant points. The ENP device will spawn every 90 seconds, but is not available at the beginning of the match.

 

The score limit is 750 points. The scoring is as follows:

A Drill grants 10 points every 5 seconds. It grants 20 points when it is fortified.

Killing a Battle droid or Turret awards 2 points.

Killing a grunt awards 1 point.

 

When the score limit is reached, the losing team must evacuate in a shuttle(It will arrive 10 seconds after the score limit is reached.). Players will only have one life during this phase, and respawns are not allowed. The winning team must either destroy the shuttle or eliminate all enemy players.

 

I put a lot of thought into this idea, so I REALLY hope a dev can respond.

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Huttball really is capture the flag, just with the option of throwing the flag to an ally.

 

No it's not.

 

1. You bring the ball as a team to the other team's endzone...not your own base.

2. There's only 1 item...CTF has two flags, it presents a dynamic where battles are taking place in 3 areas. Both bases and controlling mid to keep the other team from returning/advancing.

 

It's really nothing like Huttball. Huttball is like Bombing Run from UT2k4...they still had CTF in that game as well. It's two very different modes.

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15 vs 15 warzone with some pve content, attacking either the Republic or Imperial main base, which would include guards and smaller bosses, with an end goal of killing the other sides main boss while holding off other pvp'ers.

 

Some Alterac Valley type of warzone, which probably some of you are familiar with.

 

Or maybe a pod-racing type of Warzone, with lots of dirty tricks, different boosts found across the map and team tactics to win.

Edited by thequein
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A big thanks to the developers for offering to create another Warzone, I'm genuinely thrilled. I would love a warzone where you actually control vehicles and turrets and are able to fire weapons. This one of the most enjoyable aspects of Star Wars Battlefront.

 

Here is an idea for a new warzone which I imagine would be difficult to execute but would be so much fun to play.

 

There are only two rounds and 1 strategic position to claim in each of the rounds. Each team fights to occupy it for around 4 and a half minutes.

 

The team which wins the position can control a hovertank and can smash through enemies and shoot projectiles. The other PvP team have to work extra hard as a team to bring it down. The team member with the highest number of medals on the successful team controls the tank (if there is a tie - then the player with the highest overall statistics). The tank can pick up bonuses which boost it's shields and HP in battle and damage boosts. The other team needs to prevent it from picking up bonuses and destroy it as quickly as possible.

 

Meanwhile the other team members on the team which captured the position each manually control a turret to inflict damage on an overhead enemy vessel. They have to target specific parts of the ship like shield generators, weaponry etc when instructed to target that area. They can only fire as long as the hovertank survives and they can see its health meter as they play. The amount of damage they inflict using the turrets is totalled up at the end of the round.

 

If a team wins both rounds they are the overall winner. If they successfully take the strategic position in both the first and the second round then the hovercraft and turret component will not spawn in the final round and they will automatically be declared the victors of the match. However if each team wins a round the winner is then decided by the team who managed to inflict the most damage on the enemy vessel using the turrets.

Edited by malachyg
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No it's not.

 

1. You bring the ball as a team to the other team's endzone...not your own base.

2. There's only 1 item...CTF has two flags, it presents a dynamic where battles are taking place in 3 areas. Both bases and controlling mid to keep the other team from returning/advancing.

 

It's really nothing like Huttball. Huttball is like Bombing Run from UT2k4...they still had CTF in that game as well. It's two very different modes.

 

I totally agree... I don't even know how people can begin to think Huttball is anything at all like CTF... They're not even closely related...

 

16v16 content would also be amazing, but since population/WZ queue times, inb4 "no"...

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Tower defense.

 

Each side spawns a number of moderate-health NPC's DOTA-style towards the enemy towers, which have a large armor bonus that only defends against players. Each tower destroyed gives the faction that destroyed it a damage bonus. Every minute the towers are not destroyed, the NPC's attacking both sides receive more health. Every kill increases the per-hit damage of your side's NPCs by 10.

 

Teams have to work together to CC or kill enemy NPCs while protecting their own group as the NPCs assault the towers.

 

Also, put the Warzone on a planet that is otherwise inaccessible in game (Manaan anyone?). With the Republic controlling Thyferra (the only galactic source of bacta) and Manaan (the sole source of kolto) now caught between Cartel and Republic space, the Empire desperately needs Manaan kolto to prevent a shortage of medical supplies, IMO.

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Its funny that people want CTF, but don't want a new warzone involving guarding. Hate to break it to you, but you got to guard your flag in ctf.

 

 

I still wish bioware would focus on the main reason pvp is dieing, which is lack of class balancing. A new warzone would be nice and all, but it doesn't matter how many warzones there are if the people who play the game can't play the class they love.

Edited by JaingSkiratapwns
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I totally agree... I don't even know how people can begin to think Huttball is anything at all like CTF... They're not even closely related...

 

16v16 content would also be amazing, but since population/WZ queue times, inb4 "no"...

 

Exactly...wait times right now even with the 4v4 option are getting longer and longer. (CROSS SERVER BW!!!! GET IT DONE!) Anything more than 8v8 at this point of the games life, without cross server functionality, isn't going to work even if the engine could handle it. Hence, No to Alterac Valley style wz's. It also makes perfect sense for CTF as 8v8 is about perfect for the game mode.

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Its funny that people want CTF, but don't want a new warzone involving guarding. Hate to break it to you, but you got to guard your flag in ctf.

 

 

I still wish bioware would focus on the main reason pvp is dieing, which is lack of class balancing. A new warzone would be nice and all, but it doesn't matter how many warzones there are if the people who play the game can't play the class they love.

 

There's a huge difference in protecting an active entity IE Flag Carrier...or being bored sitting guarding a node...most of the time alone...simply waiting for action to come, when it may never. If you're protecting a flag carrier...there's going to be action no two ways about it.

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There's a huge difference in protecting an active entity IE Flag Carrier...or being bored sitting guarding a node...most of the time alone...simply waiting for action to come, when it may never. If you're protecting a flag carrier...there's going to be action no two ways about it.

 

Its not guarding the flag carrier, someone is going to sit back and be guarding your flag the entire round.

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