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


AlexModny

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Idea #1) WZ events

 

I've suggested this in other threads. Lots of people miss ranked 8v8s, and lots want to choose the WZ they play. So why not WZ events? For a week or two, ranked solo & grouped of only Huttball/ or Voidstar/NC, etc. also can build WZ specific reputation for special rewards, plus an award to top ranked of that event, etc. Every 3 to 4 months, a different WZ is spotlighted by the event.

 

#2) One of the interesting things about pvp is the fog of war, you never know where your enemy is. So maybe a map where there are multiple sensor nodes which, if controlled, reveal a sector around that node completely. All enemies revealed, stealth severely limited, etc.

But taking these sensor relays is the secondary objective. The key objective is to identify convoys, maybe of isotope 5, that spawn, capture and escort them to the home camp - which is the main way of scoring points. In this scenario, the convoy itself could be damaged/healed. The idea would be to make information - ie holding the sensor relays - the key to easily finding convoy spawns, and identifying enemies moving their convoy, so there has to be careful decisions about taking a convoy, or going to destroy an enemy convoy, or retaining control of the sensor relay.

 

Sketchy, not detailed for balance, but no one's paying me for this and you get the idea.

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Intelligence on both sides have discovered a small mining colony which mines a valuable mineral/resource. The facility is under hostile control, some kind of space pirates. On sensing the arrival of both Imperial and Republic strike teams a self destruct sequence has begun which cannot be stopped in time. Both teams have a limited time to get in and get as much of the resource as possible, for their side, before the time limit runs out.

 

Arena shape

I was thinking that the arena is in the shape of a triangle with the ore coming out from the centre on some kind of conveyer belt to the three triangle points.

 

Map dynamics

To win the game two of the three outer nodes need to be controlled so more of the resource is going to your team. When the time runs out that is game over as then the teams have to evacute to secure the resource they have before the mining facility explodes.

 

Other Thoughts

This idea has come from the beginning of kotor 2 where as people know you start on a mining facility. You could also have two controls for mining droids that when controlled go around and attack members of the other team. The platforms around the centre that lead to the control points could be on 2-3 levels for more interesting gameplay.

 

I hope you get the idea and enjoyed my contribution to this post.

For the Republic!!!

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Making it aCROSS

 

Imperial spies have landed on the planet Austin. However, making this assault even more shocking is that they have been joined by Havoc Squad.

 

After locking down the main entrance, Havoc squad rush to the Server room while the Imperial spies take out the CC TV and other Security droids in a daring attempt to by Havoc more time.

 

The roof in the server room blows open and Havoc Squad are joined by 2 Imperial Agents who forward lag roll to the main mega server being run by a soul Jawa. Using a sleep dart, the Jawa is deemed knocked out, and the Imperial Agents get to work installing a new tech, a better tech - one that will bring Cross server support.

 

During the technical operation, James Ohlen and the PvP Dev Team burst in to the tech room to see what all the commotion is about. Using an old Jedi mind trick, the PvP Dev team and its leader are sent back to their desks as there 'was nothing to see here'.

 

Suddenly an Agent yells 'Done'. Havoc then pounce in to action, clearly a path out of the server room to waiting transporter to race off in to the sunset.

Edited by DarthMaulUK
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More Warzones

 

More Valor or less valor required for the titles, im rank 89 and want warlord but its taking a really long time..................mainly because its boring doing the same zones again and again SO PLEASE can we have 4 new zones not just 1 on quest.

 

A wz where people just tank heal and kill please.....people really do enjoy just beating each other up so why not have a wz where they just do that?

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Here's another Warzone suggestion I posted on the forums a couple months ago.

 

Its about a full warzone planet. I heard this is something like what you were trying to do with Illum. But some issues are preventing it from working as expected.

I think if you guys get to work on fixing and launching this revolutionary feature it would make the game more epic than you can possibly imagine, :) we'll be able to fight the war between the republic and the empire from the front lines and that will completely give a new meaning to the world of SWTOR.

 

Here's what I posted on that thread:

 

Here's a crazy suggestion that has recently being running on my head.

 

I cant decide if call this idea "PVP Planet", "Warzone Planet" or "Faction Battles" but its about the possibility to add an entire planet designed for Faction vs Faction and PVP action.

Since its meant to be a massive scale warzone I was thinking on a planet where the Republic and the Empire are actually fighting for its control. We have heard like a thousand times during conversations, quests and some other places about Republic and Empire battles on planet ("Planet name here") where the ("Faction name here") is getting owned by the other, so a planet where an actual battle between factions is taking place could help players to get lots of actual front line PVP action against players on the other faction with the opportunity to get some new commendations, reputation or any other way to get titles, new gear and cool stuff.

 

I was thinking it could work as an actual competence for the control of the planet, like a massive Daily Warzone, with the following features:

  • A Command Center for each faction:
    Where you arrive with your ship and where you can get supplies and stuff, with the main medical bay and all the other basic needings for the game, maybe with a GTN station too.
     
  • Capturable little towns, medical centers, bunkers and other outposts:
    To capture them a faccion must eliminate the guardian NPCs (possibly guarded by champion NPCs so players must come with a team to stand a chance aganist them) and players protecting them, then hold the possition for a minute or two, After the base is captured it gets its guardians respawned (but now from the faction that captured it) and the faction players gain access to that base properties. (Example: Capturing a medical center grants the players access to it's vendor and in case of dying they are able to respawn there instead of respawning at the Command Center which is possibly too far away, Capturing a town may grant access to its vendors and maybe also some taxi pads and quick travel points, capturing an outpost may help to protect the entrances to areas where a faction has already captured other bases or maybe for a place where players can regroup for launching attacks to near enemy bases).
     
  • Customizable Defenses:
    This just an extra possibility, once a base is captured. There are areas where players may build some other defenses to that base in order to make it more difficult to be captured by the other faction, the defenses they can build depend on the player's crafting Skill which must be at its max level (to make it fair) Example: Armormech Crafters can give the NPC's a buff that increases their endurace and defensive stats, Armstech crafters can spawn some extra troopers of Strong or Elite rank, Artifice can add some force based traps, Biochem can give the NPC's a buff that cures them periodically during the fight, Cybertech can build some turrets and Synthweaving can spawn some Jedis/Siths NPC's of Strong rank with stealth ability to ambush the attackers after they've killed the other NPC's and are waiting to capture the base (This are just examples and this is not forcefully required into this WZ Planet idea I was just thinking of it as an add that could make base captures more interesting and less monotone).
     
  • Unique Quests:
    Instead of getting story line quests, have it filled with quests for eliminating other players, capturing enemy outposts, getting control of certain area of the map and maybe some special ones for placing bombs at some structures, destroying an enemy convoy that is resting somewhere, protecting some landing pads or bases from waves of enemy attacks. Possibilities are infinite.
     
  • Planet Conquest and Daily Rewards:
    Every base that is captured and every quest that a player completes adds score for their faction and every 24 hours (Real time) the faction with the highest score wins the planet and every player that contributed to the faction's score that day gets a reward (possibly credits, special commendations or High reputation items [Maybe also depending on how much they contributed to their faction is the amount or value of the rewards they get])
     
  • Daily Reset:
    Every 24 hours (real time) the planet and the factions' score resets and all the bases become neutral (guarded by neutral aligned NPC's like planet natives, mercenaries, thugs, creatures, etc.) so both factions can start again their battles to capture them and score for their faction.

 

If you liked this idea I would really appreciate if you can reply with your opinions and ideas, and also if you can share this topic so everyone can see it, comment and finally let the development team consider if it can be done and added in a future update.

 

You can find the original thread here: http://www.swtor.com/community/showthread.php?t=684459

 

PS: I love to see that you guys are actually reading us. It really means a lot, at least for me. Makes me feel that I'm really contributing to this game and that I'm not writing in vain. It also encourages me to keep posting my suggestions knowing that you guys are at least taking a look to them. :)

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As I see the usual suspect in this thread and recognize all too well the now familiar rantings I would like to offer my point of view and some suggestions, though it may be pretty much of what I'd already written.

 

I agree with the thought that there's a need to get down to basics, and as that is a perceptual notion, I'll present it as my thought of what basic is;

The average WZ demand of its participants the dedication of knowing their classrole in interaction to the WZ’ objective. For example a healer, knowing his classrole in a WZ, will next to never get close enough to an objective to cap it! Even if it’s been known to happen!! Where as a stealthier probably got the most opportunities to get close to cap an objective. With that said and the fact that damage/healing, anywhere, anyhow and on anyone, still is the main source to medals which is a feature that just about kills any objective based pvp.

 

There must be a basic reward system that encourages playing the objective and a stat display for that;

In huttball it is the obvious, meters gained, carried or passing the ball, passing attempts, goal assists, goals, add to that taunting and protecting the carrier as to taunt and protect just about anywhere, the same with healing etc, etc Yeah but huttball we already got you say, yes but to explain the principle it serves as a good example.

 

A further example would be that a attempt to cap would award a basic attack medal as a full cap would award an gold attack medal, that being most obvious in NC as the that capnode is divided in sections. Now protecting the capee and the area around him should also render objective points. As by the way, protecting a healer should render more protection point then to protecting just about any one. This should also be displayed in the stat table after the WZ.

 

Think you get the general idea here; it’s really a simple question of stimuli and response.

 

So I suggest the following;

2-4, 4 players based teams, attempting to catch the flag, this could be another Arena of death, enable the 4 player teams either to play 2,3, or 4 teams to fight and it wouldn't need to be faction based but rater team based. And with a adequate award system as described above.

To spice it up the WZ/Arena could start with a center spawned flag and continue with 2 random spawned flags with maybe 5 min time limit to attempt or cap to full.

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Yep, created a separate thread of this suggestion;

 

I got some more notes for the so called wall of Crazy ...

 

If the league is built around commitment and dedication(read; get a team together queue and play as often u possibly can), we could have a regular ranked season on each server with separate leader board.

 

The 4 top teams, on each server, at the end of the season is qualified for the play ins and play offs.

 

The play ins consisting of teams from the RP and PVE servers and they play each other, EU and US, separate in a straight series. The top teams qualify for the play offs together with the teams from the PvP servers.

 

Then you have an EU play off and a US play off to decide on a champion. The champions and the top teams qualify for the Galaxy Play Off(World) EU vs US to decide the Galaxy(world) champion.

Edited by t-darko
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There must be a basic reward system that encourages playing the objective and a stat display for that;

In huttball it is the obvious, meters gained, carried or passing the ball, passing attempts, goal assists, goals, add to that taunting and protecting the carrier as to taunt and protect just about anywhere, the same with healing etc, etc Yeah but huttball we already got you say, yes but to explain the principle it serves as a good example.

Yeah totally agree with this kind of idea. Put stats for things that helped the team. How about posting the persons name on the realtime notification crawl when they score/plant a bomb/cap a node/interrupt a cap? Just seeing somebodies name come up a lot gives a good idea who's helping to win vs who just chased DPS points across the map.

 

Crybaby rant:

Last night in the first 30 seconds of defending voidstar the enemy stealth stunlocked our Noob defender on the undefended door. No call.

I sprinted over and interrupted the cap with only a second to spare. The rest of the match we killed well but we kept ignoring the door so I was the one to pay attention and interrupt 4-5 cap attempts.

 

Next round I sap capped the enemy, stunned the defender, got the bridge down, stealthed past 4 defenders to plant on the door opposite the bridge for the win. Most of my team was still on the bridge when we won.

 

Except for objective points my scores were abysmal. For the best voidstar I ever played and nearly won single handed I got zero MVPs and was in the bottom half of the team for medals.

/rant

 

Make the rolling notifications emphasize the players who made possible game saving moves for the team. Nobody cares who made a kill.

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I would say that a new WZ isn't really needed as much as cross server ques. As ranked team play really needs a bigger population to play with than each individual server is able to provide currently. Really no server on any game has ever had the quantity of pvp players on it to provide a definitive pvp ranked experience; hence why WoW had battlegroups and now merged those. PvP players care more about PvP then they do about the scenario they play it in. That being said, huttball is basically my favorite pvp map I have ever played on any game. So much strategy involved and no one is left with nothing to do (sitting at a node for 30 minutes "defending" while everyone else has fun). So, if you must add a warzone instead of implementing cross-server ques, I like that earlier idea in this thread that someone had (forgive me I'm lazy and don't feel like scrolling through the pages of comments to find it to quote it) that involved each team having a giant robot that is attacking, at the end of say, 20 minutes, the robots meet in the middle and duke it out, whichever robot having sustained less damage being the victor. Each team must choose how they intend to split their forces to a)defend their robot b)damage the other teams robot. This would cause everyone to have a role and not leave anyone guarding a node. And pve'rs would feel good about their contributions if they can just attack the other robot while their pvp players defend them/attack other teams players. As the time limit gets closer to the end, so do the robots. Therefore, the more intense the pvp experience becomes as both "split" teams begin to merge into one massive battle royal. I like it. Strategy and PvP without leaving anyone bored.
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ok so you have two original spawn points Imps and Aliance at each spawn point you also have key npc's like Darth Malgus and Satele . the object is for your team to make your way to the leader of the other side say alliance has to make it all the way to Malgus capturing spawn points along the way while encountering Imp players making their way to Satele. once you get there and have enough people your team needs to be the first to dps the boss down. don't forget that you will want to leave some people behind to guard your boss. each boss should have two more npc's to guard them one of which is a healer. now the first team to down the boss will be the victor and the map should only be available at certain times of the day too allow the winning faction to control the planet it is located on. incentive would be while in control of the planet it opens up an op that only the winning faction can play for say an hour or two. bosses in that op would drop highly sought after gear pvp and pve , would also drop mounts, and comms with rep and creds as well.
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While switching out the abilities would be a more involved engineering task it would be really fun! A set of abilities only the VIP had. Should the abilities be more powerful than normal abilities so the VIP is a force to be reckoned with? Or should the VIPs be more support/less DPS focused and rely on their teammates for survival? :rod_confused_p:

 

I would say the abilities need to be strong enough to make the VIP fun to play, but at the same time not strong enough to solo an entire team of enemy players. This VIP's defenders should be necessary. A coordinated team should be able to take out the defenders and then focus down the VIP, so I would say defenders should spawn further away from the VIP than attackers, as with the Voidstar doors.

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I have an idea Quit Nerfing classes. Stop changing things. Keep it up and follow the road to Star Wars Galaxies. Less damage but faster cool down? Really? Did you Developers ever think people might prefer you focus on Server Stability? New Content? Instead mess with what is working and make it to where players can't solo effectively. Great idea. Keep it up and this beta tester among MANY others are Gone.

 

It happened before ask sony. You are making people hate the game. Fix what is broke not break what got customers here in the first place.

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Yeah I think this is done. Devs havent responded since page 2 and this is now page 72. I saw lots of good ideas here. Hope something comes from it.

 

Actually, they responded on page 68, Friday.

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Make the rolling notifications emphasize the players who made possible game saving moves for the team. Nobody cares who made a kill.

 

^ +1

 

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  • Dev Post
a three tiered pyramid leading to two unconnected scoring platforms at the highest tier. Teams score points based on the difference in number of players in each zone.

 

That is a very interesting concept! How do you move from one level to another? Do you see an issue with the team on top not being able to be knocked off from below because they have the high ground? Would it be overly aggravating to classes without knockbacks to play? What would their role be? :jawa_confused:

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A big grey dome with 16 terminals arranged in a circle near the middle.

 

Activating a terminal costs 100 cartel coins, awards your team a point and makes your team invulnerable to damage for 10 seconds. The winning team is the one with the most points after 10 mins.

 

Hey, you can win without firing a shot. Objective based warzones ftw.

Edited by Jherad
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Who cares about the 'good' players or the emotionally wounded lovers lol!? I care about me! I definitely support another objective heavy warzone. Maybe a moving objective warzone like Headquarters in Call of Duty for example. Where a specific point is highlighted and players have to cap it via novarre coast capping and control it for a certain amount of time. First time to have their control tally reach say 5 minutes wins the game. So pretty much a moving king of the hill game.

 

Edit: I can go into more details in a few. Just cooking something right now lol.

 

That's a cool idea man.

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A big grey dome with 16 terminals arranged in a circle near the middle.

 

Activating a terminal costs 100 cartel coins, awards your team a point and makes your team invulnerable to damage for 10 seconds. The winning team is the one with the most points after 10 mins.

 

Hey, you can win without firing a shot. Objective based warzones ftw.

I think we just found our winner!

Except forget the dome part. It would take too many resources.

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