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


AlexModny

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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.

 

Would not be surprised if this type of a WZ was implemented.

 

 

Making a WZ that doesn't require the use of the game's combat mechanics is bad, very bad...

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Can anyone remember the mode called "onslaught" in UT?

Here I share to you the concept:

 

Each team starts off with 1 base, each HOME base has a

"Power Core" the objective of the game is to destroy your

opponents power core and effectively blow up they're base.

pretty simple right? Not quite. The concept really comes

into play with you take into effect that you CANNOT directly

attack your opponents base, you must LINK to it. this is

where all the strategy of Onslaught really comes into play.

 

In each level, there are a number of "extra" bases for the

players to take over. You start with the one(s) that are

linked to your OWN base and build off that. Using this

system you create a "connect-the-dots" type pattern to your

Enemies base. Once you establish a link to your opponents

main base, you may then attack and destroy it. The concept

of the game is very fun and requires a LOT of team-play and

tactics.

 

And a map example:

http://www.armchairgeneral.com/uploads/reviews/pc/UT2004/UT_ONS_map.jpg

 

of course, something must be redesigned, but something similar can be very nice, you have to destroy an enemy taghet, but before doing so you have to link several node to have access to it.

 

I think this work both ground PvP and GFS.

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This may be one of those things that belongs in it's own que instead of the WZ que( as Huttball does, in my opinion ) but....

 

3 stage PVP & PVE Flashpoint

( should include NPCs like a flashpoint as well as two player teams )

( yes, NPCs should be combatants, for an intense open-world feel with the balancing of bolster )

( no, NPCs should not respawn, they are simply an additional and optional objective and environmental hazard for the attacking faction, and should be dead for good as they are in Flashpoints )

 

Same objective types as warzones ( hold ground around turrets, doors, etc ) to get to complete the stage

 

Round 1

First stage: Neutral ground ( as the assault begins )

Common objective and 2 mirrored objectives

 

Capturing the common objective and one of the enemy's mirror objectives, or both of the enemy's mirror objectives will take you to one of the other 2 stages

 

Winning takes you to Second stage owned by the opposing faction, where you are the attacker

Losing takes you to Second stage owned by your own faction, where you are the defender

 

Round 2

Second stage: Ground controlled by the LOSING faction of the first stage ( as the assault continues )

NPC's belong to the defending faction

Graphics of stage should reflect defending faction specifically (to give environment an Imperial or Republic feel)

2-3 single objectives (winner from stage 1 attacks, winner from stage 2 defends)

 

Successful attack grants a win to the attackers (winners of stage 1) and match ends

Successful defense brings defenders to other faction's stage 2 to attack

 

Round 3 (only if the match is tied, defenders of round 2 may counter attack if defense was successful )

Same as stage 2, but roles are reversed, and NPCs/graphics of environment now match the new defending faction

 

Successful defense or attack grants the final point and ends the match

Edited by DirtyJef
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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:

 

I forgot to update my post with a map. Here's what A quick sketch of what I had in mind. Hopefully that clarifies things. The high ground issue should be resolved naturally in a few different ways. First, with two scoring platforms teams have 2 different zones to score in so if one team manages to pile into one the other should be more easily accessible. There are also two ramps to the scoring platform so teams would have to split up to guard both sides of the platform. If a team a very coordinated and manages to evenly split 4/4 and everyone is lining up knockbacks there are still several ways to break through, stealth, pulls, leaps etc. While knockbacks would clearly be powerful the scoring platforms could be big enough such that a player could stand in the center and be relatively safe from an auto-knockoff. This would prevent the player from healing or damaging the other platform so there is a risk/reward there. If a player is really fedup with knockbacks they could then play the huttball objective which is more like a VIP mode and doesn't revolve around positioning as much.

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ASSAULT ON HOTH

 

PREMISE: The Imperials are launching an assault at the newly formed Epsilon base on Hoth from both air and ground! Join in the defense as a member of the Republic or crush their strategic foothold on the frozen planet of Hoth as an Imperial.

 

Alerted to the movement of the Imperial march, the Republic has loaded precious cargo of materials needed for new fuel cell technology on board the personal transport ship of Ambassador ( insert name here ), who was on the planet negotiating a truce between the Republic and White Claw. The Imperials have already made their way into the front door or Epsilon and are advancing on the hanger bay. Will the Ambassador safely escape? Will the Republic foothold in the icy mountains of Hoth stand? Or will the Imperials destroy a key resource depot as well as taking down an important figure in the leadership structure of the Republic in one swift blow?

HOW IT WORKS:

 

Assault on Hoth is part Aldreeran, part Voidstar. In order for the Ambassador's ship to safely launch and jump to lightspeed, the Republic team must protect three ground to air turrets that are firing upon the Imperial cruisers that are laying in wait. Much like Voidstar, the interior of Epsilon is designed to prevent an attacking force from reaching certain areas of the base thanks in part to blast doors.

 

- Each turret can be repaired by the Republic, much like the turrets in Aldreeran can be turned depending on which faction holds them.

 

- The blast doors protecting the access tunnel leading outside to the turrets can be destroyed by targeting and using rocket launchers, like the ones on Illum you needed to use to destroy the ground walkers.

 

- Depending on what side owns the turret, it will either be a blast door that the Imperials have to take down or a force shield the Republic has to take down that the Imperials have placed to protect repairing the turret.

 

- Spawn points: Each side will have an access hallway available to the main area. An access hallway will become available to the turret room FROM the spawn point only if your team has control of the turret. So if your side has control of a turret, when you die you can use the access hallway to go to an wait by the turret while the opposing team is in the process of taking down the blast door ( or force shield ) from the main area. Because of the size and different areas of the map your team needs to be at, there is nothing to prevent a respawn time via the access hallway into the main area.

 

IMPERIALS: To win, disable the turrets before the transport ship launches. At any time, If the Imperial cruiser is destroyed, the transport ship launches safely and your side loses.

 

REPUBLIC: To win, protect the turrets from the Imperials so the transport ship can escape. The Imperial cruiser must be destroyed before this happens! If the cruiser is still functioning, when the transport ship launches, it will be blown out of the sky!

 

Map: http://i.imgur.com/nVrFJ4N.jpg

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Belsavis-Dungeon-Style Warzone (like the path from the pylons to soa in "eternity vault")

-gamemode should be similar to voidstar.

-with traps

-maybe player controlled ancient-turrets on tactical important positions (like in Colicoiden Wargames) for the defending team that can be destroyed by damage from the attacking team

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ASSAULT ON HOTH

 

PREMISE: The Imperials are launching an assault at the newly formed Epsilon base on Hoth from both air and ground! Join in the defense as a member of the Republic or crush their strategic foothold on the frozen planet of Hoth as an Imperial.

 

Alerted to the movement of the Imperial march, the Republic has loaded precious cargo of materials needed for new fuel cell technology on board the personal transport ship of Ambassador ( insert name here ), who was on the planet negotiating a truce between the Republic and White Claw. The Imperials have already made their way into the front door or Epsilon and are advancing on the hanger bay. Will the Ambassador safely escape? Will the Republic foothold in the icy mountains of Hoth stand? Or will the Imperials destroy a key resource depot as well as taking down an important figure in the leadership structure of the Republic in one swift blow?

HOW IT WORKS:

 

Assault on Hoth is part Aldreeran, part Voidstar. In order for the Ambassador's ship to safely launch and jump to lightspeed, the Republic team must protect three ground to air turrets that are firing upon the Imperial cruisers that are laying in wait. Much like Voidstar, the interior of Epsilon is designed to prevent an attacking force from reaching certain areas of the base thanks in part to blast doors.

 

- Each turret can be repaired by the Republic, much like the turrets in Aldreeran can be turned depending on which faction holds them.

 

- The blast doors protecting the access tunnel leading outside to the turrets can be destroyed by targeting and using rocket launchers, like the ones on Illum you needed to use to destroy the ground walkers.

 

- Depending on what side owns the turret, it will either be a blast door that the Imperials have to take down or a force shield the Republic has to take down that the Imperials have placed to protect repairing the turret.

 

- Spawn points: Each side will have an access hallway available to the main area. An access hallway will become available to the turret room FROM the spawn point only if your team has control of the turret. So if your side has control of a turret, when you die you can use the access hallway to go to an wait by the turret while the opposing team is in the process of taking down the blast door ( or force shield ) from the main area. Because of the size and different areas of the map your team needs to be at, there is nothing to prevent a respawn time via the access hallway into the main area.

 

IMPERIALS: To win, disable the turrets before the transport ship launches. At any time, If the Imperial cruiser is destroyed, the transport ship launches safely and your side loses.

 

REPUBLIC: To win, protect the turrets from the Imperials so the transport ship can escape. The Imperial cruiser must be destroyed before this happens! If the cruiser is still functioning, when the transport ship launches, it will be blown out of the sky!

 

Map: http://i.imgur.com/nVrFJ4N.jpg

 

Interesting idea, thanks for the map! It really helped tie the design together. Would you switch sides after a round or is it 'one and done'? What would be the scenario for same-faction matches? :rak_02:

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Interesting idea, thanks for the map! It really helped tie the design together. Would you switch sides after a round or is it 'one and done'? What would be the scenario for same-faction matches? :rak_02:

 

I have a world PvP thread that you should take a look at and respond to.

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I played the new Quesh Huttball WZ a few times yesterday, and I love it a lot! I got to thinking about a new warzone version of huttball which would be similar to american style football.

 

Map: a long map with traps and and terain ramps. Maybe a map on Makeb! That would give a nice feel to playing an outdoor football match.

 

Scenario: Both teams start on each side above their endzone. The ball is placed at the center and each side must rush to the center to get possesion. so far it is just like a regular huttball match. After the opposing team scores, instead of the ball being placed at center again, the team that won must do a "kick off". Each team trasports to their endzones and the team that scored loads the huttball into a cannon that can moved side to side and launches the ball to the other team in thier endzone. The person controling the cannon and deciding where to fire is the person who scored. The opposing team then must make it all the way to the other endzone while working as a team and trying to score. If the recieving teams carrier is defeated, the other team gets the ball (just like in regular huttball). Time expires just like a regular match. both sides get an opportunity to score after the opponent scores, but team work and coordination are what wins the match.

 

 

 

So there is my thought of a new huttball match type. The mechanic for reseting everyone in their endzones could be just like the mechanic used in the Voidstar warzone where everyone stops fighting and respawns. A lot of people love American Football and if we had a warzone match similar to how the game is played, I think it would be tons of fun! Anyways, just thought I'd give my suggestions. Not sure if it is techincally possible, but I thought I'd help out. I love pvp in this game and the fact that the dev's are putting more effort into improving pvp bodes well for the future of this game. Thanks Alex and Eric for including the community in this discussion!

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I posted it on suggestion box, although it isn't a warzone it's pvp, and i think it worth to take a look, it's a mix of world pvp, warzone and arena. I've even made a map.

 

I'll put the original link and the full text below:

 

Denvoa World PvP Idea

 

 

I think the world of a RPG game should be more dynamic and organic, players actions should impact the world, the politics the geografic, the power balance. Should change the world around them.

This way getting the lore from Novare Coast, a warzone that takes place on Denova, bioware could create this denova planet where the focus on it should be the war between Republic vs. Sith Empire. So it could be the entire planet and zones about PvP.

 

What i thought:

Some maps with some bases that you can take over. So this map's belong to your faction. The other faction can try take it back, on both sides there's a spaceport/base that you can't siege, a safe zone, outside this zone is where the battle takes place. I made this map as exemple: My Denova Map

 

On northwest is the republic base and southeast Empire base. The red line is the zone's boundaries.

Each map have a progression bar with 10.000 points. A faction need to achieve 6.000 points to dominate a zone, if a faction dominate the base on the map (the bright octogone structure) the other team in order to dominate it back need to put the bar toward the other side by 6000 points. A faction that own the base can, however, increase his points to 10.000, so the other team need even more to get it back. Why not like 5.000 to dominate, cos' this way a faction can take and just one second after the other faction can take it back, with this "safe" range, the other faction have at least some time to lost it again. Plus the defensive team should have some benefit of get the base. One of the benefits is the other team need to pass a thousand points more than half of zone "life" or points.

 

Now, how to get the points. This could use the valor, each enemy char you kill worth his valor points toward faction warfare effort (the zone bar points). So kill a high valor rank earn more and it's fair, cos' probly thei're are somehow geared. It's like lose a major, the impact is higher than lose a recruit.

 

But this isn't the only way to earn collective effort points. Could have some quests from time to time, or events, or each player can do a quest each 15 minutes. Pvp quest, completing it earns a bonus of 250 warfare effort points.

 

What i think about quests: It could have 2 major types of quests; Open world quests and Phased quests.

 

Open world take place in the zones, like escort a elite soldier back home (marked as a red X on my map), kill some players. Heal a certain amount. Arm bombs on some places.

 

Phased pvp quests, like phased story class quest. Its like world pvp, but imagine a scenario that allow only a certain number of players, like a live organic warzone. But you isn't transported there, you need to enter by the door, and the oposite faction can guard it. Those quests represent like spec ops, missions that require a special squadron. I put some structures on the map that represent it, One mission could be Sabotage the force generator. Or infiltrate a building and kill a NPC. Or enter a buildng and rescue a NPC. But it isn't PVE missions, in the meanwhile the opposite faction enter the same phased area and try to stop you. Some mission can be even nullify opposite team mission. Like a arena, you enter if you die, the other team succeed so you can't do it anymore. You fail your mission and thy succeeded.

 

So each mission could have limit, like only 12 people can get this mission, once they get it, the others cant, need to wait 15 minutes to get it. So you need to queue. Open world missions do not have limit of players.

 

So factions may use some premade team to do a specift mission.

 

The missions could also give some benefit, like a bonus to everybody if you complete it.

 

So, to not let the maps stactic, one side ganking other, it could have a system like this. The first map near your faction base your faction gain a bonus on warfare effort points. Each kill multiply the bonus of warfare effort by 2 so if you kill sombody that have 72 valor rank in your x2 bonus zone your team will earn 144 WP (warfare Points)

 

So near your base is more likely you re-gain the second base control. Your second zone give you a x1.5 bonus.

Some phased missions like assassinate a general can reduce the bonus in 0.5, so in your second zone you gain no bonus (1.5 - 0.5 = 1) and in your first zone your bonus is reduced to 1.5.

 

If you kill sombody inside enemys base it could give 3 times the warfare effort points. So siege could be a good thing. But inside the base enemy should have some benefit. Like cannot be CCd, or reduce the CC time by half, or even double the amount of resolve created by a cc abilitiy. Or a boost in the expertise's damage reduction.

 

Phased Missions bonus could be:

Assassination: Reduce the valor multiplier by 0.5. for 15 minutes. Cos' its affect the morale and the strategic decisions of your team.

Abduction: Show the position of all other players in the map for 15 minutes. Why? Cos you abducted a general and he give away the faction attack and defense plans.

Retrive a computer data could be the same effect of abduction.

Sabotage the power generator: Reduce or deny the defensive bonus for the team that fight inside the base cos they lost the shield base protection.

 

I guess that's it for now.

 

I have another idea that i think it's nice, but as seems that bioware never take a look, i am tired of elaborate, spend time making maps and diagrams to nothing.

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A previously submitted idea (http://www.swtor.com/community/showthread.php?t=608853), re-edited for this thread.

 

 

All of the Warzones feature a Twist, something to make it a little different.

 

Suggestion #1: The Last Shuttle

The Twist: teams consist of mixed imperials and Republic players working together.

 

This Warzone takes place on a disintegrating space station, with each team trying to access the last remaining 8 man shuttle. Due to the station's badly damaged AI, it has mixed up the two factions... and won't allow the shuttle to leave unless the passengers match it's miscalculated roster. In addition to fighting off the other team, players must contend with falling debris and other environmental hazards. Objective wise, Teams must secure access codes from other parts of the map and input them at the shuttle itself, while comrades try to hold off the opposition. When enough codes are received by the shuttle, it will evacuate the successful team.

A 4/4 split of Imperial & Republic players per team would still allow a grouped party of 4 to participate. During play, back-fill players could come from any faction. This WZ suggestion is probably the easiest to implement of the 3 suggestions. While some factional players might not like the idea of fighting alongside the opposition, I would hope the novelty and challenge factor would override most biases.

 

Suggestion #2: Balmorran Blitz

The Twist: the WZ features the use of NPC republic & imperial troops.

 

This map features the cliffs and valleys of Balmorra, with each opposing team containing one base (eg an Imperial Firebase Vs a Resistance/Republic stronghold). The objective is to escort small groups of troops to the enemy base, while seeking to stop the enemy from doing likewise. Only these troops have the ability to damage the enemy base (once they arrive), but they can be killed by defeating the player who leads them. Victory occurs when enough damage is done to one of the bases.

It would be nice if these troops had the means to 'lightly' damage any 'detected' enemy players within a short range, but that is up for debate. Stealthing players cannot lead troops. It would be nice for players to heroically mow down these troops personally... but given how much damage players can dish out (not mention tanking/healing options), it probably isn't feasible. Perhaps exploring a separate mass of player killable troops that are trickling towards the bases would do the trick to capture that heroic feel. Said troops would damage the base if they were allowed to reach it. Exactly how many troops are required to destroy the base is for the Devs to decide, but I would advocate a group of player led troops consisting of 3-5 members.

 

Suggestion #3: Tundra Shootout

The Twist: a fleet of Vehicles for (optional) use.

 

This Warzone is set on the icy plains of Hoth, with a battle raging over the possession of a heating station. To help turn the tide, both forces have access to ground vehicles of at least 2-3 varieties... a swift moving but lightly armed speeder, a slower but heavily armed tractor, and perhaps a field repair vehicle. The stats and abilities of the vehicles are something for others to debate. There is a single node on the map (the station) that must be contested. The arctic conditions periodically drain away heating from the spawn points, only control of the station will halt the heat loss. The first team to run out of heating is defeated.

 

Thanks for reading.

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Have them check this out :p

 

Reposting for the sake of it being completely lost in all the unsub qq about the FAQ questions.

 

Also, I'm working on a Manaan right now, since the Boston Cantina Tour files were released. I have a feeling that's going to be the next big spot.

 

Also, Manaan will be done in U⁴ as opposed to U³ so it's a good opportunity to test out the new engine as well.

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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?

 

do it plz :)

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Something that I think would set SWTOR apart from other games is the idea of mixing RTS with PvP. This was done in Battle II: Combat Commander and it was an awesome experience.

 

http://en.wikipedia.org/wiki/Battlezone_II:_Combat_Commander

 

Basically one person on your team is the "Commander" and gets a top down view of the battlefield. This person has RTS controls and is able to give commands to other players such as "Attack, Heal, Defend, etc.". The players then receive the commands and waypoints. Think of how much more organized and enjoyable a PUG would be with a good Commander?

 

This is something that could be implemented into any of the existing 8v8 maps or even to Flashpoints and Operations and none of the other major MMOs are currently doing it. Please consider...

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Now what I really would like to see; To put our guild stronghold in PvP queue then stage 1) A GSF battle with our Guild strongholds as background, Stage 2) Winning team of the space battle get to board the losing teams Stronghold and get a multiple choice of pathway to split up and try to reach the bridge.

 

Reaching the bridge earns your guild a gold star, defending it successfully earns your guild a defense gold star, silver for a good try and so forth.

 

Then the guild wars has begun - add to that leader boards with guild reputation. What would be even greater is a skirmish function so we could choose to fight each other . . . Guild A can choose to fight Guild B - that would open up so many dimensions to the game ...

Edited by t-darko
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mix some little story with a wz just like you do with ops,an example of a warzone: you're on a starship,you were hit down so you must use escape pods,you land on a republic planet and each player falls in random location,the goal is to survive in a nearby bunker for a certain amount of time untill reinforcements arrive,if they do - you win,if everyone die - you lose. and the "surviving" team can't spawn again,the attacking team can.

 

Another suggestion for a warzone is to make one special day in a week when the warzone finder system will gather atleast 4 groups of 8 players(no matter on what side,republic or imperial) and make a pretty known game called "king of the hill" ,they will fight eachother(no respawns) on a hill in the middle of the map and there will be a button that must be activated within 5 seconds to grant one's team the win(or the last man's standing team wins).

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:3 Are our loveley devs still checking this thread?...

 

I think GSF maps also count as Warzones, well here's another suggestion:

 

I think a map where we must destroy the other team's capital ship would be interesting. here are the details:

 

The map features 3 artillery satelites that must be captured to have them fire at the enemy capital ship in order to destroy it.

But what makes this more interesting is that each capital ship is assisting its team to capture and defend their satelites.

 

The Republic Ship is in range to attack enemy fighters surrounding Satelite A and B

As the Imperial Harrower is in range to attack enemy fighters on Satelite B and C

(The damge the capital ships cause to ships must be obviously adjusted so the turbolasers dont just blow you into space dust with a single shot)

 

Also in order to obtain advantage over the enemy team is to attack their capital ship's turrets in order to destroy them and have their team an easier capture over the satelites it was guarding.

Also if turrets get destroyed they can also be repaired by the "Repair Drones" droped by some bombers and the new Scouts in order to ambush those enemy fighters who think they were already owning those satelites.

 

When the warzone ends an animation of the other team's capital ship blowing into pieces would be sweet.

 

Heres also a map I made for you guys :3

 

http://oi58.tinypic.com/9vh2fr.jpg

 

I trust you'll perfectly understand it...

 

GSF Go!! <3

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Something that I think would set SWTOR apart from other games is the idea of mixing RTS with PvP. This was done in Battle II: Combat Commander and it was an awesome experience.

 

http://en.wikipedia.org/wiki/Battlezone_II:_Combat_Commander

 

Basically one person on your team is the "Commander" and gets a top down view of the battlefield. This person has RTS controls and is able to give commands to other players such as "Attack, Heal, Defend, etc.". The players then receive the commands and waypoints. Think of how much more organized and enjoyable a PUG would be with a good Commander?

 

This is something that could be implemented into any of the existing 8v8 maps or even to Flashpoints and Operations and none of the other major MMOs are currently doing it. Please consider...

 

That would be amazing! I enjoy the commander aspect seen in other games and would be pretty cool to command groups/striketeams in Warzones. How would the commander be incentivized to be a "good commander"? How would players be incentivized to follow the commander's orders? Would you queue to be a commander or would it be random/top Valor once you got into the Warzone? What are the benefits and drawbacks of each? :mon_confused:

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To what people was saying about reskin: sometime rescin is al that matters, GSF is example to that. They just changed backgroung from static stars to actual shooting scene and BAM - so much more fun to play.

 

Now to actual suggestions:

 

1. MYSTERIOUS DEVICE. Emperial reclamation service had found an ancient device, wich apparently have the power to disentegrate all life forms of chosen parametrs in the entire star system. Given time, Imperium could lern how to duplicate this device (ATC ~ 25000 years :rolleyes:) so Republic desides to lunch desperate attack in order to push back the Imps from the system.

 

Gameplay: Two team (IMP and REP) tryes to activate the ancient device to oblitarate enemy forces. To activate the devise, you need to use 2 consoles (it can be one at a time, but both of them must be on for the DEVICE to activate). The other team can reset the programmed console, and only after that reprogram it themselfs. The DEVICE itself takes time to actiavate so the other team have time to turn the tables.

 

Outcome: Device is activated and destroyed (REP SIDE) or secured for research (IMP SIDE)

 

2. NOT an actual adia, but some random thoughts.

2.1. Devide huttball to 4 teams (4 players each, near the same playfield size) . The aim is to carry ball to YOUR side to score.

2.2. I call it tag of war. To generators, each side have 1 accses zone. Power your generator to blow up enemy generator. The conductor between generators needs 50 units of power to fill. Generator itself can hold 1000 units of power, then it blows. The conductor is conducts electricity both ways, and is filled with difference betvine both generators in power units (Example IMP have 200, REP have 210 => conductor holds 10 units) . When conductor is filled more than 50 units the losing team's generator blows (example REP 200 IMP 251 => Rep generator is blown) The aim is to blow others team generator before blowing your own.

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I don't have any actual ideas, but I have two wishes regarding the general mechanics.

1. No randomness in the spawn. Meaning no spawn like huttball, novare coast, hypergates or voidstar where you might rejoin the battle right away or you might wait a long time. Rather a spawn like alderaan civil war, where you always wait the same amount of time.

2. No long channels required to do objectives. Except for huttball all warzones have some channel you need to do for a long time to do objectives. Hypergates somehow doesn't feel so bad in this regard though. So something along the lines of huttball/hypergates where you rather have to run around with something and not get killed to do objectives.

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That would be amazing! I enjoy the commander aspect seen in other games and would be pretty cool to command groups/striketeams in Warzones. How would the commander be incentivized to be a "good commander"? How would players be incentivized to follow the commander's orders? Would you queue to be a commander or would it be random/top Valor once you got into the Warzone? What are the benefits and drawbacks of each? :mon_confused:

 

How about players vote on start? If commander is bad, you yourself are at fault, because majority choose him. You can even make 1 vote = character LVL or Valor, or even Legacy LVL

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Hello Warzone Aficionados!

 

We are starting our pre-production (ideation stage, if you are into buzzwords) for the next Warzone and we want to get your ideas for a new Warzone!

 

We have a few ideas (even got a few prototypes on the backburner) on what we would like to do and what we *think* you would like but we want to hear your ideas before we move forward with a design!

 

Remember when you post, the more information the better. Layout pictures and descriptions always help, some of us are visual learners =P Think about and post your thoughts on how will the scoring work? What is the goal for each player? Will some players have different goals? How can players make a come-from-behind victory? Is this fun? The more questions you ask yourself about a design that you can answer and feel good about, the better the design.

 

Please make sure you understand that this is not a vote. Even if there is a consensus on a specific idea that everyone wants that is no guarantee that we will develop it. Also there is no guarantee that we will develop an idea that is suggested. We want to gather ideas on what you want from the next warzone so we can make something ya'll want!

 

Also please note that this Warzone will not be released Live during the current Road Map.

 

Looking forward to reading what yall have in mind!

 

Cheers! :w_smile:

 

there are a few other PvP type matches that could make their way into this game the trouble is that the PvP system would need to be completely expanded on with more controls for the players, so they can choose what they want, for example avoiding huttball and 4v4 matches by deselecting like like it is with the flashpoints.

 

there are several PvP types

 

Deathmatch (simple FFA bloodbath with the highest frag scorer winning the round)

Team Deathmatch (which TOR is following)

Capture The Flag (huttball is like it but not, CTF usually involves taking the flag from an enemy base and taking it back to your own. and it can be captured by as many players as there are on a team if thats what the team wants).

King of the Hill (defend the middle with your team as long as possible).

Objective Based (TOR has this also) but it could be expanded on a bit with a few more maps.

Last man Standing (FFA with no respawns and the last man standing winning the round)

 

in my opinion however, some of these modes wont really work because of this cloak system for the SI/consular and Agent/smuggler, it would unbalance a good bloodbath in the arena.

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I honestly would love to see both huttball maps to be also used for 4V4 Arenas. I also like to see another type of arena type game. Currently once you are down, you can’t come back that round. I’d like to see a type where it’s based off kills but within a certain time limit. Basically you gain points every time you kill someone on the other team. I am looking at these would be 8-16 players per team. We can use many of the current PVP maps we have now for this.

 

I also would love to see other variants of the current pvp maps we have.

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