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Stonewall_Jack's Avatar

02.23.2012 , 08:43 AM | #6
Ok just a random idea and something that takes over a year to implement so no quick solution, but here is an idea I kept at it as I went, there might be some cool ideas in it and maybe you can distil something practical out of it =D teehee:

There is a big nasty guy in the zone (NPC) that can be pushed slowly to the enemy side. The 3 highest dps-ers only count towards this push and occasionally the big guy throws rocks etc. to the side that is winning the push, which sort off makes it harder on the inning team to actually win.

Winning a push which means being in the zone, wins you a daily and x amount of pushes for the weekly. Once at the end the big guy starts trashing the enemy spawnzone area(which needs to be added, but eventually dies).

The rocks being thrown by the big fella are enough to wipe-out a dps without to support of 2 or more healers/ (or guards).

The big fella is lootable by the losers as it gets killed in their camp (but sub to winning the daily) and on both sides there are hutts. The hutts allow you to redeem some commendations for a number of kills made.

All the while there a chests spawning with commendations, which you can only open/ redeem if out of combat and give you a debuff after redeeming the commendations.

There is also extra valor gain on tatooine.

Ok let's say the republic has less players, the monster thingy evens it out a bit as soon as one side is winning. If the imperials are greedy for chests which they can obtain more easily they get a debuff and become easy targets. There is guarantee for loot even thou you lose, but not the best loot.

It comes down to the 3dps-ers. Even if the imperials have more players on the field, the best 3 doing damage are the only ones that count. Which can easily shift as 1 is stunned and the 4th becomes 3rd and 4th being some newbie (imagine) does far less damage.

Imperials have and advantage over killing the enemy when they are with more, but the stuns should be somewhat equal. The more players in the zone, the more chest will spawn and the debuff stacks up.

The commendations of the chests are banked and only gained after completing the event with a % BONUS if you win and a % loss if you lose. If you die you lose stacks of the debuff, but also the bank gets emptied.

There are some factors that kill numerical advantages and the most important factor is greed. Imagine the 3 highest dps getting greedy at the end… let us get those chests … oops debuff. If there is no coordination even those with superior numbers can lose and of course people build up genuine hatred for b00ns that focus solely on chests and do not contribute to winning the game.

That said… there should be a big number hovering above that shows someones greed and it must be a viable option for imperials to take imperials out if you got more than 2 stacks. Imagine the dps winning the game, but they have no chests and see greedy imps around. Instead of completing they turn on their fellow imps =D
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