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AlexModny

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I'm surprised it took until page 7, but there have been many calls for it since then:

 

CAPTURE THE FLAG

 

Do both versions: one flag and two flag.

 

Two Flag: Each team has a base, and in each base is a flag (this could be anything, but we'll call it a flag for now). The objective is to take the enemy's flag back to your base for a score. Three scores to win. Game has a 10 minute timer. At time, whichever team scored most wins. In the event of a score tie, if team A possesses team B's flag, but still has their own flag at home, team A wins. In the event that both flags are out or both flags are at home, the game goes to sudden death, where players can no longer respawn. As soon as one team returns its flag to home base, it wins; or as soon as one team picks up the opposing team's flag, it wins.

 

To take a flag, you click on it to start a 3-second activation, at which point you have the flag and have a graphical indicator of such. This activation IS interrupted if you are damaged by an attack, as well as being subject to normal interrupts. In this game, I would allow the flag carrier to fight normally, with the exception of a speed debuff similar to huttball. If you die with the flag, the flag drops wherever you died.

 

To return your flag, it first must be out of your base and on the ground (not being carried; seems obvious). You click on it to start a 8-second activation, at which point the flag teleports back to your home base. This activation IS interrupted if you are damaged by an attack, as well as being subject to normal interrupts. Also, if a flag is left on the ground for 1 minute without any attempt to either pick it up or return it to base, it automatically returns to base.

 

As for respawns, use the respawn doors, but with half the normal timer. Also, make the respawn chamber have multiple exits, so a team has some tactical decision making even with respawns.

 

As for map design, ranged will be very good at keeping flags from being picked up and/or returned. Be sure to include blind corners and tight spaces to provide cover for melee, but don't link such spaces together--seperate with open spaces to set up killing fields.

 

One Flag: Each team has a base, but only one team has a flag in the base. The team with the flag is Defense, and the other team is Offense. Offense's objective is to take the flag from Defense's base and return it to their own base before the round timer expires. Capturing the flag ends the round. Defense's objective is to prevent Offense from doing the above for the duration of the round. Each match is composed of 4 rounds, where each team plays Offense twice and Defense twice. Each round is 3 minutes. At the end of 4 rounds, whichever team has the most scores wins. In the event of a score tie, there are a number of tie-breakers that could be used, but I'm not sure which is the most appropriate. Most objective points? Most medals? Personally, I think the best tie-breaker to be used is LEAST DEATHS. Whichever team has the least total deaths wins the tie.

 

Picking up the flag and returning the flag is functionally identical to Two Flag with two major exceptions: damage does NOT interrupt the activation (only death or normal interrupts would interrupt an activation); and activation timers come down. Picking up the flag is a 1-second activation (gotta be quick with those interrupts!), and returning the flag is a 3-second activation (quick, but still need to "secure" the flag before returning it).

 

And I want to be clear: Huttball is NOT Capture the Flag. Huttball is functionally similar to Neutral Bomb Assault, not any CTF variant.

 

I also think a good idea is to simply transfer some existing game types to new maps. No reason we can't have two "Single Bomb" style games (Voidstar + new), or two slayer + objective games (AH).

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I saw someone mention a MOBA style map before and the devs weren't sure what to do to tone down turrets as the game went on. So I will provide a basic design of a working one that also borrows elements from Novare Coast, Civil War, Voidstar, and the Titan game mode of Battlefield 2142, on top of basic Moba Stuff, and even a little from Blizzards "Heroes of the Storm Alpha":

 

Basic layout: http://imgur.com/CAR1sTd

 

This pathetic looking map was created on a tablet on a half hour bus trip using MS Paint, so sorry bout the bad quality.

 

To start with:

We are looking at only the left hand side of the map right now. This gets mirrored and thats the right hand side.

On spawning, you will spawn in the big yellow area. You can either take the ground-based exit (green door) or the speeder based exit (grey area on the bottom in the rocky outcrop).

 

The giant red lines are shields, which disintegrate any hostiles going through them. The first shield is removed through 2 steps:

1. Hold the missile emplacements in the middle of the map (purple circles). These temporarily knock out the external shield, allowing you to get to the shield controls.

2. The blue square near the speeder spawn point is a computer terminal that controls the external shield. Plant explosives and defend them until they explode, removing the external shield permanently.

 

Doing this also enables the external turrets (Maroon in colour) to take damage.

 

These turrets have 30 range and can be healed, as well as 200k hp and dealing 7k dps ranged energy damage. You go not want to try run past them. They also count as players with 2018 expertise. Thankfully they have 3 weaknesses.

1. Missile Batteries do 25k damage per missile that hits them. As missiles fire every 15 seconds, simply holding the batteries can cause you to wipe them out.

2. 30m range. Certain DPS classes (slinger, tk sage, ect...) can outrange the turrets and burn them down without taking damage themself.

3. Their damage can be dodged, shielded, and is affected by armor. This means tanks in tank gear can easily take the turrets hits and in turn take them out. Also taunts make them go after the tank because AI with threat table :D

 

Anyway, once you get past the turrets you then do similar shenanigans with the next set of turrets. Blow up the 4 internal shield control terminals to access the Command Terminal (final maroon circle), which has 1 million health instead of 200k and also does 15k dps ranged/energy and when it dies you win.

 

Other things to note:

 

the light blue circles are health powerups. The light green one in the center is speed. The red circle that obviously isn't a shield is a damage powerup.

 

The light grey square is supposed to be stairs.

 

Black = unpassable terrain

Brown = 40m high rocky cliff. Speeder spawn point has an elevator to get down safely.

 

Orange: Hill. The top side of the hill is the darker orange.

 

And that pretty much covers it.

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Really happy to see this thread.

 

 

Two Flag Capture the Flag

 

I would really like to see two flag capture the flag. Each team would have their own flag (or ball, whatever) sitting right near their spawn zone. The opposite team would have to go and grab that flag, and bring it back to their spawn zone or flag spawn, in order to score. First to three would win. Basically you have to work at defending and attacking at the same time. Things to think about would include score, giving speed buffs or debuffs depending on how hard it actually is to score.

I can't believe it took until the bottom of page 8 for someone to suggest this, thank you sir and you have my vote.

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Capture the flag!! Like in SW JK Jedi Academy!! OMG I REALLY LOVED THAT!!! :D :D (good old memories)

for example:

Red vs Green team fighting against each other meanwhile to the teams they have to capture 5 flags (with that they can automatically win the game) or they need to reach 500 maximum score, with killing peoples, capturing flags or doing stuffs ("doing stuffs" i mean there will be some bonus missions/objectives with every 5 min which they can increase their own score) something like in the hypergate WZ "the energy balls"!

The time limit will be 13-15 min to this WZ (the winner team would be who captured all of the flags or reached the highest score in the match)

 

The scoreboard would be something like that:

1kill = 1score

1flag captured = 75 score so 4*75 = 300 max score without capturing each flags

1 objective capturing= 25 score with 4 objective is 4*25=100score with every 5 mins that is 2*4*25=200 max score in a 15min gameplay.

So yeah something like a CTF WZ will be really cool and i would be really happy!! :rak_01:

Edited by scudera
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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

Crystal carrier could be immortal and just a carrier, enemy team needs to kill other players to lower the life of crystal in a 30/40 radius around the carrier. Once the crystal is destroyed it spawns in a new place;)

Defender team needs to be in the radius or they get a dot penalty that lowers their life.

Edited by TakoyaKii
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A space duel between a Sith Lord and a Jedi Master's Battle cruisers. The actual fight is on each cruiser. It is a control point oriented map that has two simultaneous tug of wars.

 

The end goal is the assassination of the enemy leader while still protecting your own leader. To progress you must take and hold a position for a certain amount of time. Each battle cruiser has three major positions: The docking bay, the main floor, and the command center. Each floor has a major area to hold, you need the position to advance to the next position, and a minor position that strengthens your battle conditions if won before winning the major position.

 

Each side of the fight has a limited number of reinforcement respawns. 200 Offensive respawns are enabled and 75 defensive. To help defensive positions out, they get access to buffs, turrets, and special items they can use to fortify their position better. To prevent turtling where both sides stay entirely defensive, if there is no offensive pressure against a ship, that ship will be able to spend more effort firing shots at the other side disabling systems and lowering the defensive respawn pool. If one team loses 100% of both of their respawns that team automatically forfeits the match.

 

Every defensive player gets a choice of three buffs when respawning: A specialty item for the area, command authorization to use turrets and summon defensive droids, or a generic buff of 100% stats and the ability to ignore the enemy's expertise while on your own ship.

 

The docking bay floor is a fight for a breech point into the enemy ship. The primary goal is the destruction of the security station preventing access to the next floor. The secondary goal is disabling the docking bay shields to allow the offensive team an extra 100 respawns. To aid the defensive team they have access to turret placements at each objective, security droids, and a set of proximity mines that automatically kill any opponent within its blast radius.

 

The next major floor is houses ship engineering and security. The security station allows access into the next floor, and is guarded with turrets and droids. The engineering section disables the extra defenses in the command center, disabling all droids and turrets, and dropping the enemy captain's health by 50%. The specialty weapon on the mid floor is a sniper rifle with 5 charges that automatically kills whoever it hits.

 

The last floor has the armory and the boss. If you take the armory before taking the boss you disable the enemy's buffs and you destroy their weapon for the floor. The boss gets a buff that reflects damage back at the attacking enemies. Disabling the armory removes this buff from the boss. The special weapon on this floor is an offensive field that dampens the enemy's effectiveness.

 

Ideally this would be a 16v16 team, maybe 24v24. The goal would be a longer match, probably 25-35 minutes long, and should give rewards based on the increased amount of effort expended going in (like twice the valor, experience, and commendations).

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Hey! Thanks for the opportunity for us to express our ideas. Here is a warzone idea I have had in my mind for a year or so now, and I hope you enjoy it as much as I did creating it. :jawa_biggrin:

 

Warzone – Platform 42

 

• A new 15 to 20 minute 8v8 warzone with elements of existing warzones that combine to create a control and resource focus that emphasizes a tactical and objective approach with the possibility for game changing strategy.

 

I have a lot of content written up, so click on the Spoiler button to see detailed information:

 

 

 

Reasoning

I am not usually a fan of PVP in most games, but I enjoy the games and the warzones. However, I think some room for different objective flavor does exist that can make the games more entertaining. My initial thoughts on the warzone design centers around some mechanics that may not be feasible or desired with the current warzone philosophy, but I will organize each of the components so they can be easily modified and disassembled to make it fit more smoothly into something that can work. I also tried to think of what could be accomplished with current warzone mechanics to make it as easy as possible to design something fun for everyone.

 

Story

This is a story driven game, so a warzone not having a story is just out of place in this type of a game. Initially, my story did not involve the Hutt Cartel, but I decided to adapt it when Rise of the Hutt Cartel released to make it fit in a little better and add a sense of danger.

 

The story begins with a smuggler captain who has been commissioned by the Hutt Cartel to load and covertly deliver some recently mined Isotope-5 to Nar Shaddaa for resale and storage. The cargo is of the utmost importance and secrecy, so the price for completion and failure is extremely high. Once the details of the deal are worked out, the smuggler returns to the ship for some R&R while the cargo is loaded. During this rest period while avoiding detection by the Cartel, Imperial and Republic spies relay the navigation and freighter data to their contacts about the shipment shortly before it is to depart and enter hyperspace.

 

Upon receipt of the data, it is determined that this is a prime opportunity to intercept Isotope-5, and both the Empire and the Republic commission their best (and deniable) forces to intercept the element. With a short timetable and incredible risk, the Empire and the Republic manage to get their strike and salvage teams on location in a cargo shuttle. Republic and Imperial agents wait for the freighter to complete its indirect hyperspace route and arrive on Nar Shaddaa. As the freighter begins its final approach to the Hutt Cartel controlled landing platform, Imperial Agents anticipate possible Republic interference at the platform and detonate previously placed concealed ion charges to cripple the incoming freighter’s engines. The plan works all too well, as the charges cause the freighter to fall into an uncontrollable death spiral towards Nar Shaddaa’s lower levels. After colliding with and destroying several landing platforms on the way down, the freighter’s wreckage and cargo comes to rest on “Platform 42.”

 

Imperial forces in the cargo shuttle closely follow the wreckage during its chaotic decent, and land on an open area of the platform to begin setup for the retrieval of the freighter’s cargo. Unfortunately for the Imperial strike team, the Republic was not caught unaware for long and mobilized its own team and cargo shuttle in an attempt to beat them at their own game by landing on a separate open area of “Platform 42.” The Empire and the Republic forces have to hurry and collect as much of the Isotope-5 as they can before the Hutt Cartel forces arrive to capture or kill them all. Can the strike teams search the wreckage for Isotope-5 and get it back to the shuttle in time?

 

Teams

Empire and Republic teams for this game consists of the standard warzone 8 players who make up the strike team. A group of NPC’s (2-4) will make up the salvage team and will provide the resource the strike team needs to return to the shuttle.

 

Teams can be Republic vs. Republic or Empire vs. Empire. Training simulations can be used but may not needed as multiple strike teams could be put together who do not have time to determine faction.

 

Modifications: This warzone can be modified to include the Hutt Cartel retrieval team in opposition to the other two teams on a different section of the platform. The resulting 3v3 factions can also be reduced to 4 participants on each side much like an arena team to still remain under the 16 player limit while allowing for the 3 faction teams to fight without a serious hit in performance.

 

Battleground

The main area of conflict is the expansive “Platform 42” found in the lower city of Nar Shaddaa. The platform is built with a large central landing platform connected to docking bay 42 and can accommodate massive luxury freighters. “Platform 42” also has four smaller connecting satellite platforms to land any escort ships or shuttles. One of the satellite platforms was heavily damaged during the crash, but the other three remain intact and operational.

 

The Republic and Imperial strike teams each control of one of these satellite platforms opposite one another where the cargo ship remains waiting for the retrieval of the element. The satellite platforms are not nearly as big as the main platform, but large enough to land a shuttle in the center. The connecting ramps to the platform are wide enough to allow cargo skiffs and crew enough space to work. The shuttle has established a defense screen to prevent additional damage from debris falling from above, and a solid force field surrounding the platform with a gate and control that allows the strike team to drop it as needed. A control is also on the opposite side of the barrier in order to allow the strike team to lower the barrier when bringing in cargo. To compensate for the quick setup and possible malfunction of the gate, cargo and ramps are piled high enough on the shuttle side of the barrier to be able to leap over it should the gate controls be compromised. Unfortunately, due to the limited space, the cargo and ramps had to be setup in a circular stairwell type of pattern in order to get high enough to bypass the defense screen.

 

The central area of “Platform 42” is huge and littered with wreckage, cargo, and debris preventing a direct approach to the other shuttle and salvage teams almost cutting them off from one another. The main part of the freighter is taking up most of the middle of the platform, but is still off center enough to have a part of it hanging over the edge ready to fall at any moment. The satellite platform wreckage is also present contributing to lots of open areas contrasted by blocked and climbable surfaces. The wreckage itself contributes to different high and tunnel paths available for use to protect and oversee each salvage team as they attempt to collect and package the remaining Isotope-5 samples. Each salvage team is located partially inside the freighter wreckage gathering and packaging Isotope-5 in separate locations of the wreckage’s interior.

 

Modifications: The main design of the “Platform 42” combat area was left at an outline idea level in order to facilitate the design process and allow for greater flexibility in approach. The tunnel areas can be removed as well as the high areas and instead focusing on paths to the salvage teams exclusively. The stairwell and barrier gate can also be modified to be straight or automatically controlled respectively. The debris can also be modified to include less available strategic vantage points and fill a role for hiding and obstructing sight from others. The debris field should also include explosive canisters, electrical conduits, or other hazards of some kind that can either be triggered by the players (much like the ones currently in PVE areas) or operate on their own like the Huttball maps.

 

Objectives

The two main objectives to win the warzone are to “Defend the Salvage Team” and “Deliver Isotope-5 to the Shuttle.” Also, not an exclusive winning objective, but “Defending the Shield Control” at each team’s shuttle is also necessary at times in order to successfully deliver Isotope-5 into the shuttle’s cargo hold. Defending objective points are gained from the salvage team and the shuttle defense screen control. Attacking points are gained from claiming the opposing team’s salvage team and shuttle defense screen control. And, general objective points are gained from collecting and delivering Isotope-5 to the shuttle’s cargo hold.

 

Modifications: Objective points can be reduced to all or only collecting Isotope-5, defending the salvage team, or attacking the salvage team.

 

Mechanics

Now that the foundation is set, the mechanics are the rules and gameplay that make up the fun of the warzone. The modifications have been worked into each section for clarity.

 

Warzone Time: The countdown clock before the Hutt Cartel arrives to claim their shipment begins at 15 or 20 minutes.

 

Winning Conditions: The first team to collect 10 to 30 pieces of Isotope-5, or the team that has more Isotope-5 than the other team whenever time runs out will win the warzone.

 

Losing Conditions: Failing to collect the 10 to 30 pieces of Isotope-5 before the other team, or running out of time and not having more Isotope-5 than the other team before time runs out and the Hutt Cartel arrives will cause the team to lose the warzone.

 

Objective Scoring: Strike team players that are carrying a packaged sample of Isotope-5 will need to have control of the shuttle shield in order to have access to the delivery area. Once past the shield, the player will need to run to an area at the back of the shuttle (similar in design to the pylons and energy cube delivery system in the Ancient Hypergate warzone) to deliver it and receive credit.

 

Reviving: The shuttle acts as the staging area for all defeated strike team members. When the gate is under control and open, no barrier prevents running back to the fight. If the barrier is up, the circular walkway to leap over the barrier should take about 5 to 10 seconds to traverse. Combined with the run down the platform ramp, it should take no more than 20 to 45 seconds total for someone to return to the fight near the salvage team.

 

Shield Control: The shield control operates on the activation mechanic used on the turrets in the Alderaan Civil War. Once someone activates it, it is under that team’s control until someone from the opposing team claims it. The activation time is the same as the Civil War of 6 seconds and should only vary in the range of 2 to 8 seconds.

 

Salvage Team: The salvage team NPC group will produce 1-2 packaged samples of Isotope-5 every 60 seconds, but will not be able store more than 2 crates at a time. The crates will be a stationary object that will activate again once a strike team player has taken a sample in the same manner that the energy cubes work in the Ancient Hypergate warzone. The salvage team will continue to produce samples as long as they are under their team’s control, but the supply team also operates on the same influence mechanic used at the Novare Coast stations or 10 to 15 seconds to make the transition. If an enemy presence is great enough to switch the influence to their favor, the opposing supply team will surrender and no longer produce samples. To reactivate a salvage team’s packaging ability, their strike team will need to wrestle control back from the enemy.

 

Power Items: Damage increase and health restoration items should be placed in areas nearby the salvage teams in the main area of wreckage as well as strategic points players may travel. Movement enhancements should be placed on the shuttle platforms leading to the main area as well as a few scattered in the main area itself.

 

Traps and Barriers: The wreckage is full of short circuiting equipment, fuel fires, and explosive substances than can be placed in tunnels, the wreckage, and around the salvage team. The damage done by each trap should be comparable to those found in Huttball or 10-30% less if needed with timing varying for each trap but no more than 20 seconds of activity or 10 seconds of inactivity.

 

 

I have attempted to cover all of the questions, but let me know if anyone needs more details on anything if this idea sounds interesting.

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For the hold the crystal maybe reduced healing while holding it.

 

If this includes GSF as well a team assault / defend on capital ships. who ever destroys the ship quicker wins. if possible maybe even allow people to man guns on the capital ships during defense. for this to work we would need to destroy several areas of the ship.

 

I also like the idea of adding companions and legacy moves to warzones... after all everyone has the same opportunity to earn these moves as well as gear their companions. perhaps also making an arena with racing to objectives and allowing use of speeders in a warzone would be a refreshing change.

 

This may sound a little crazy but how about something were you fight along side the opposing faction. 4 from each side. you fight against waive NPCs whichever side has a higher amount of damage healing protection and kills wins (these stats would probably need to be converted to some neutral score to so if one side has a tank (where stats are somewhat low it does not hurt them) and the other does not.

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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

I really like this idea too! I think that if you let heals on the crystal holder cost your team points (say 10 points per heal, so any heals less than 10% of the crystal holder's health is a waste of points unless they're almost dead anyway) I bet you'd only see a couple 'big heals' and rarely. You could also require the teams to pick up the crystal at neutral spawn points around the map but not let the timer start (so no points and no damage) until the crystal carrier is holding the crystal at an 'alter' in the center of a big open area in the middle of the map- or you could start the timer at pickup but no damage or points unless it's at this center, very exposed position. If you do it this way you could consider giving each team their own crystal but only 1 alter. Both teams could collect points at the same time, in the middle of a s@!% storm. If one team is dominating the alter area, their opponents could concievably control their (the dominating teams) crystal spawn point and still deny them points. That could work even if there is only one crystal also. It should be difficult for one team to control 2 equally accessable locations. Equally accessable by both teams.

 

Anyway, if you do a WZ like this please let the damage be dodgeable / shieldable so that main tanks can do more- however this might mean that if one side doesn't have a tank and the other side does the team without a tank might not be able to compete- soooo....... maybe not. :( nvm

 

Anyhows, I like this idea.

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Interesting! Always liked the idea of a MOBA and MMO genre teaming up, it would be fun if done right I think. Would the turrets fire at attackers? If so how would the damage 'decrease' over the course of the warzone like they do in most MOBAs (via characters getting stronger items as the game goes on)? What would prevent players from avoiding each other to get to the last turret/final objective as fast as possible/before the other team?

 

SWG had a city invasion event that occurred multiple times throughout the day at several of the static npc cities. I'm not suggesting that you turn the npc cities into invasion hubs several times a day, but perhaps this could still be done instanced with two rounds like Voidstar.

First phase consisted of construction: players would head to nodes to construct troops, vehicles, etc. Defenders constructed barricades, turrets, and patrols. Attacking team constructed invading troops, artillery (I think) and vehicles (like AT-STs). The quantity and quality of these were determined by how involved the players were. Resources for these were crafted by crafting characters who then handed out the materials to the players to head to the nodes. Once you used the resource at the node, you had a debuff locking you out from building another for x amount of time. Entertainers could dance or play music to remove the debuff faster. After the construction phase, the npcs and players would invade the city, and the opposite faction would defend. Final phase was a boss npc, some type of general or whatever. Attacking the general flagged you for pvp to encourage the same faction players to defend their general. This cycle was repeated for the same city in about six hours, with the factions flipping offense/defense, but it occurred in three different cities each on separate timers, so there would be another city invasion event in a couple of hours from the last one.

I don't think this system could work in this game on the same scale it was in SWG, but with slightly smaller scope and a shorter timeframe, like maybe a 20-25 minute match or so, perhaps it could work.

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So first of all, think Balmorra. All that delicious war-droid tech! One faction has lost control of the planet and is evacuating and trying to take as much Balmorran arms tech as possible. This works great since both republic and empire have had to abandon the planet at different times in the war. So one side is evacuating and the other side is invading. The map could be based on the Sundari Flatlands just outside the Balmorran Arms Factory, with all of its fortifications and battle damage. On the map example linked below the Empire is invading and the Republic is evacuating (yeah I know the symbols suck, I just used mspaint).

 

http://i1310.photobucket.com/albums/s641/definitlyarider/Balmorrawzmap_zps0b7efbe1.png

 

The faction that is evacuating has the objective of carrying off as many boxes of tech as possible (think running orbs in Ancient Hypergate, but more of them). Each of the black squares represent a supply depot which would have multiple boxes; the north and south should spawn 2-3 boxes and the middle one should spawn 5-6. This gives incentive for the evacuees to focus together to capture the middle point which is easier for the invaders to defend. Or they will have to split up to the two points that are easier to capture. There could be a 2 sec cast to pick up a box so that boxes could potentially be grabbed during a fight, but box capping could still be interrupted by aoe or npc defenses (see below about npc defenses). The boxes shouldn’t slow the carrier as they run it back to the shuttle. The way for the evacuees to win is by reaching a box cap (75?)—there’s a limited amount of balmorran tech to steal, steal it all and you win!

 

The green triangles are defensive spawn points which have air-dropped boxes that can be collected by the invaders and used to deploy npc defenses--like turrets or war droids--at the tech supply depots. N and S can have up to 3 npc defenses and mid can have 4. They should be something like strongs, maybe one elite (possible for one player to kill, but difficult). The way for the invaders to win is by reaching a kill limit (50?)—there’s a limited number of soldiers to steal tech, kill them all and you win!

 

The red diamonds by the evacuee shuttle represent npc defenders with Champion health and say, slightly better than Elite strength attacks. This way, if the invaders attempted to just hold the evacuees at their shuttle they would be repulsed by the npcs’ and the evacuees’ combined strength. The defender npc’s could even be invulnerable, to prevent the evacuation shuttle from being camped. However, their attacks would be weak enough that if someone carrying a box were to have low health and get in range of the defender npcs, the invader team chasing the box carrier would still have a chance to finish him off without being one-shot killed by the npcs.

 

The kill limit and the box cap would need some massaging based on testing. Invaders might want to focus on killing box carriers or just on getting as many kills as possible, while evacuees will have to split their focus between running boxes and defending/healing box carriers. Obviously there would have to be a timer, so whichever team has the higher percentage of their kill limit/box cap at the end of the evacuation window would win.

 

I don’t really have a lot of ideas on making a come-back from behind, other than a switch in tactics if you’re losing. If the invaders are losing, they can try having just a couple of teammates focus on deploying defenses while the rest of them chase kills. As mentioned earlier, the evacuating team can either focus on the middle area which has greater reward if captured or split their forces to get as many boxes from the outliers as possible. Basically adapting tactics like in Civil War, but with more point capture activity. When I say “captured” I mean in the sense that a team might capture mid in the hypergate warzone.

 

Offense objectives could be obtained for the invading team by killing enemy players, defense points for killing box carriers and deploying npc defenses. For the evacuating team, offense for running boxes and killing npcs, defense for killing enemy players.

 

That's all I've got for this wz idea, but mainly, I feel like most of the wzs are missing any relevant empire vs republic "war" feeling. Novare Coast and the Civil War are kinda close. Hypergate doesn't make ANY sense to me story-wise, sorry. Rather than just having a click and hold objective or a capture the flag objective, I think this idea has a more progressive, active feel to it. Managing NPCs is also something I would love to see incorporated into wzs in some way, to give the player more of a front-lines commander feel--think of Jedi Knights in The Clone Wars. Or think of npc management, deployment and depletion in Battlefront. I want a wz with that feel to it!

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Ah yes Murderball! I like this game mode but as you alluded to it suffers from the whole team pocket healing one person and turtling.

 

How would turtling be prevented? How do we keep the crystal moving around? How do we make healers not OP in this game mode? For example, what if you couldn't be healed (like when you are in the Arena sudden death Acid Cloud) while you carried the crystal, good idea? Bad idea?

 

Make the Crystal give the holder a debuff that increases incoming damage per stack. And maybe turtling shouldn't be prevented. Blizzard encourages it by making a small arena where the holder can earn points faster, and they have 4 balls, so its basically a battle royal in center of the map.

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Just shooting from the hip here, since many players have appropriate gear now how about turning Illum back on for a week here and there. I for one never got to try it, seems like it was a solid idea and now that we have much more balance in the servers maybe it will work just as intended.

 

Along the same lines any thought about a PvP planet? Perhaps it resets once a week or once a month and the goal is to take way-points until the timer is up or until one faction controls the world.

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Bunker assault from swg map playable with any number of players from 4v4 - 16v16 but is always balanced teams

 

Each team start at opposite sides of a hill there is one bunker on the top with a terminal inside that needs to be capped.

 

Cap takes 10 sec so no flash bang caps etc possible

 

Each team start with 5000 score a kill deducts 10 pts from enemy team a cap 500

 

First team to reach 0 pts lose

 

time limit ~15 mins team with lowest score at this point loses.

Edited by Loki_
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I would like to urge Bioware to consider to never again create maps where you are forced to keep someone AFK. Guardian a nod, a door, a hut in Novare... Any kind of guarding means you've effectively condemned someone to "AFK", you're rewarding not participating and thats a horrible experience. As soon as you have a stealth on the team they are expected to guard or else they will get flamed.

 

This, so much this. Getting stuck defending a dead node is the most boring thing ever, yet I usually wind up doing it because I like to try to win and no one else is defending it. And if you get rolled by some stealthers, you are now the world biggest ahole to the rest of the team. Heck, I wouldn't even be sad if they got a bunch of new designs that eliminated that and then took out the existing ones.

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Admittedly these ideas are rip offs from WoW and TF2 but they were my favorite pvp game modes.

 

Powerball

 

And

 

Escort the Bomb Cart

 

Powerball (Not actual named but that's what we called it) involved 4 orbs around a small arena and the objective was to grab an orb and gain the max amount of points before the other team did.

 

Each orb would give the holder increased damage but they would take more damage than normal.

 

An orb holder would get more points if they were in the middle of the map. The longer an orb holder held onto their orb the more extra damage from other players he took.

 

4 respawn points in each corner of the map away from the orbs meant it was a not so quick jog back into the action.

 

Escort the Bomb Cart

 

2 teams Attacking and Defending Rounds.

 

Similar to void star but revolves around the team pushing a cart from the start of their entrance to the other teams base before time ran out.

 

To push the cart at least one team member needs to be moving with the cart. If no one is next to the cart it doesn't move and after a while it will move in reverse.

 

There were checkpoints that if the attacking team reached extended the time on the clock.

 

The defending team can counter attack by getting a head start to set up some defenses before the attacking team is set free.

 

The Winner is decided by who got their bomb cart the furthest along.

Just my two favorite game modes I like.

Edited by Reno_Tarshil
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Galaxy conquest. Its a big idea but it would be fun to pvp for conquest of each planet, each planet have its own wz map, whichever faction wins will have a small logo next to the planet signifying that its leaning towards favor of imperial/republic faction and maybe put the guild or name of person with highest score as hero of the battle underneath the imperial logo. Sounds pretty big and this style probably suits best in teams bigger than 8
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Fight in replicas (i.e. same art assets) of the player housing. partly this is just evil marketing to get more exposure for your housing. But partly it is how indoor paintball has a different feel to outdoor paintball.

 

Take an elevator to an one of three to six floors, clear the floor, get the Important Click, etc. Extra credit if we get to trash the place.

 

I like this idea. It would feel like you are thrashing the guys home while not really. We all want to feel like we are taking it to the enemy.

 

Also extend this idea to be like the Tython/Korriban flashpoints, you could populate it with NPCs also (as you could the one above) to add to the feel of taking over something.

Edited by NathanielStarr
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I would like a straight up Deathmatch style game. Teams have X amount of lives and the team with the last man standing wins.

 

Dodge(hutt)ball. Grab huttballs and throw them at the other team. Getting hit with a huttball kills you. Hit a dead teammate to battle rez.

 

Operations Chief inspired warzone. One team has to infiltrate while the other has to try to catch them. Defenders can set off an alarm to cause some extra problems for the attackers. Attackers have to reach a certain point by the end of the timer.

 

GSF/Warzone Hybrid. Start in a GSF match. Each team has certain objectives they have to accomplish which then leads to a warzone. For example, Republic fighters have to take out shield generators on a space station. Once the generators are down, they have to fly into the hangar bay (starting the WZ component) and complete an objective.

 

I think the maps from Warhammer Age of Reckoning were good. Reskin them in a Star Wars environment an that'd be good.

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Haven't read all of the posts, so this one might be a repeat.

 

I really liked the Eye of the Storm BG in WoW. My idea is for something similar.

 

The map revolves around 3 control points and a flag. Objective is to capture at least 1 control point and then grab the flag. A team scores points for returning the flag to one of their captured control points. If they hold more than 1 control point, they get more points for returning the flag.

 

The control points should be close to each other, no more than 100 metres apart. The flag is equidistant from all 3 control points, with terrain and hazards making life difficult for the flag carrier. Respawn timers should be kept short, no more than 20 seconds.

 

This provides multiple objectives for the players. Some will fight over the control points, others will fight over the flag. This will prevent an 'initial rush at mid' that happens in 4 out 5 WZs, as a team will be required to spread out. Of course, a team could decide to zerg the flag, then zerg a control point, but the short distance between the control points means that the opposing team can react quickly.

 

I am thinking of an indoor map, like the Balmorran Arms Factory. The flag could be energy cells and the control points are droids they need to power up. The 3 control points should also be located around different terrain and architecture. One point could be in a smaller room accessed by a tunnel, which gives the advantage to melee classes, while another point is in a large room which gives ranged classes the space they need to cut loose. The flag itself should also be up on a ramp or a bridge of some sorts, to give us the 3-dimensional combat that makes Huttball so fun.

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