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

STAR WARS: The Old Republic > English > PvP
Have an idea for a Warzone? Share it with a Dev!
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Vid-szhite's Avatar


Vid-szhite
04.04.2014 , 06:24 AM | #671
Basic Concept: Balmorran Takeover - Linear Symmetric 5-Control Point

Setting: The Empire is laying siege to a Republic walker factory on Balmorra from a site containing their own walker factory. In between these two locations is a somewhat linear (though not simple), effectively symmetrical battlefield containing 5 control points: the center is a supply depot containing ore refineries, as well as the means of delivering those refined metals to each side's factory. The next two control points in either direction are control centers for each side's Anti-Aircraft emplacements, and the final control point in either direction is each side's Factory and Shield Generator. While the shield generators are up, there are very few routes to the final control point that will capture the factory, and it is easily defensible.

How it Works: Unlike other game modes, control points do not need to be "clicked" for a capture -- if you are familiar with Team Fortress 2's style of capture, it works like that: whoever is standing on a control point (uncloaked) earns progress towards capturing that control point, unless an enemy is standing on top of it, in which case capture progress is blocked entirely. More allies standing on the point will earn capture progress faster, up to a maximum of 4 players (doesn't have to be 4x as fast, just noticeably faster). If the enemy is repelled, capture progress is slowly reverted until the current owner of the control point regains full control. Once control of a point is attained, all control points behind the currently captured point are LOCKED and cannot be captured until the adjacent control point switches hands. This means that whoever has the center control point cannot lose their Anti-Aircraft defenses, but if nobody holds the center control point, both sides' AA batteries are protected. Additionally, the more points a team holds, the closer they spawn to the enemy base.

The ultimate goal of the game is to hold all 5 control points simultaneously, and that goal can be helped along by holding more control points than the other team for a long enough time. Each factory is currently constructing a heavy walker (think AT-AT style heavy walker), but is short on supplies, and progress on this walker's construction can only be moved along by holding the central control point. Should one team hold the center control point for a long enough time, the walker will be COMPLETE, will launch from the factory, and will start slowly, ominously marching its way towards the other team's base. Should it come in range of enemy players, it will open fire and become a deadly force multiplier.

Attacking the walker directly is futile; that armor is too strong for blasters. In order to destroy the walker, the other team must successfully call in an AIRSTRIKE against it (similar to how Ilum walkers get destroyed by rocket launchers). Wondering how you can call an airstrike on a deadly walker? Its guns are forward-facing and mounted on its head, so it can only fire at things in a large cone in front of it. In addition, it takes a few seconds for it to start firing at a player, so LoS cover can be used against it, and players will be visually made aware that the walker is targeting them if they walk into its field of fire. Flank it, and you can click it to start progress on calling an airstrike. You must remain uninterrupted until the airstrike finishes "casting".


You cannot call in an airstrike while the walker is near an enemy AA emplacement, so it will not be vulnerable until it reaches the center control point, unless you somehow manage to capture the center and the opposing AA turret just as the walker was leaving the factory, in which case it will be wide open (but it will keep on walking toward the enemy base if ignored). If an airstrike is successfully called in, Bombers will fly in and rain death upon the walker and anything nearby, potentially killing players and giving the bombing team an opening for a counterattack. HOWEVER! If the team controlling the walker captures the opposing team's AA defenses, their fighters will begin flying sorties over the battlefield, gaining AIR SUPERIORITY. No more airstrikes can be called in until your fighters arrive to turn the tide, and until then, you must hold out against an all-out assault by the other team. Friendly fighters will always arrive before the enemy walker gets in range of the shield generator, but if no airstrikes are successfully called before the walker does get in range, it will destroy that team's shield generator, opening a gigantic hole in their defenses which will allow the attacking team to easily overrun them. This hole, once opened, can never be repaired, but if the team currently on the ropes manages to retake their AA defenses at any time, the factory will be locked to capture once again, and the center control point will once again be available for capture. The moment any side holds all 5 control points, the game is over.


While it should be possible to capture all 5 without the aid of a walker, it should not be easy. To ensure that teams don't assign people solely to sitting at a point to defend it, the center control point should take quite a while to capture unless multiple people are standing on it. Both teams will be alerted very loudly when any of the control points are being captured, and each team must spawn behind their most recently captured control point (so that when their players die, they must walk past the point in order to return to the battlefield). Additionally, each point after the center control point captures faster than the last, and the final control point, comparatively, captures in the blink of an eye. This ensures that if 4 players are already in the middle of capturing the opposing AA batteries, 4 stealthers on the other team can't suddenly jump on the center control point and ruin their plans, but if those 4 stealthers did manage to reach the center while the rest of their team stalls the attackers, they would reverse the momentum. In this way, nobody has to sit the game out for the good of the team, and there are many points where if the defenders hold on for just a little bit longer, they can reverse the flow of the battle and take the upper hand.

This idea was inspired by, you guessed it, 5CP maps from Team Fortress 2 (like Granary), but with a Star Wars twist -- specifically, the Battle of Hoth from Empire Strikes Back. Tell me what you think!
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panoukla's Avatar


panoukla
04.04.2014 , 07:13 AM | #672
Some probably have proposed this, but I don't have the time to read through all the pages at work
Also, english is not my native langauge so please excuse any weird and non-sense making phrases.

First off all, I think this is a great move by BW and the developers and a great chance for us.

My idea would be something like a Rakghoul Apocalypse:

1 player starts off as a Rakghoul. His goal is to kill the 7 other not infected players.
Now you might say :" Great idea you nublet ! You just condemned that poor guy into a life full of faceplants!! WTG!!!"

That's why he will have help. An ever growing army of rakghoul NPC's will help him achieve this goal. The longer the fight goes on the more waves and harder mobs come will spawn and to his help.

If one of the 7 Players dies, he respawns as a rakghoul too and will fight the remaining not infected players.

The fight is over if either all players have become rakhgouls or managed to survive 15 minutes without being defeated.
Beware: at least one non infected Player has to stand in the main fighting area or the rakghouls will overrun that place and will win!
This mechanic is intended to prevent the non-infected players to run away so they don't die.
To make things easier for the Non-Rakghoul Players manable turrets that do increased damage can be used at a certain point between fights. Those turrets can of course be destroyed and have a cooldown.

My 2nd proposal would be a Domination variant:

Placed on tatooine and or on Illum/Hoth each faction has their home base from which they start and then proceed to capture certain crucial respawn points on the map.
For example a Jawa speeder, a hydro farm, a sarlacc pit etc...

With every point a faction manages to capture more reinforcements in the form of NPC's will spawn.
Ever faction starts off with for example 100 NPC reinforcements.
The more respawn points a faction captures the faster these reinforcements will spawn and more respawns will be available. For example 50 per point. If a faction loses a point it also loses the reinforcements.
Losing and regaining a point after the first Initial capture will not result in more troops. The already available troops will just respawn faster.

The game is over if one side either captured all the points including the enemy base (no need to channel anything = just standing inside that area will capture it as lonsg as there is no player of the enemy faction there.) or has killed every player including the reinforcements.

When a player dies he can choose where to respawn.

Also add speeders, star fighters and walkers that can be manned by players. A respawn point cannot be taken inside a vehicle or flyer but they can be used to shoot at other players. Rocket launchers and turrets can be used to shoot down the fighters and vehicles.

Feel free to flame away

AlexModny's Avatar


AlexModny
04.04.2014 , 07:20 AM | #673 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by panoukla View Post
Some probably have proposed this, but I don't have the time to read through all the pages at work
Also, english is not my native langauge so please excuse any weird and non-sense making phrases.

First off all, I think this is a great move by BW and the developers and a great chance for us.

My idea would be something like a Rakghoul Apocalypse:

1 player starts off as a Rakghoul. His goal is to kill the 7 other not infected players.
Now you might say :" Great idea you nublet ! You just condemned that poor guy into a life full of faceplants!! WTG!!!"

That's why he will have help. An ever growing army of rakghoul NPC's will help him achieve this goal. The longer the fight goes on the more waves and harder mobs come will spawn and to his help.

If one of the 7 Players dies, he respawns as a rakghoul too and will fight the remaining not infected players.

The fight is over if either all players have become rakhgouls or managed to survive 15 minutes without being defeated.
Beware: at least one non infected Player has to stand in the main fighting area or the rakghouls will overrun that place and will win!
This mechanic is intended to prevent the non-infected players to run away so they don't die.
To make things easier for the Non-Rakghoul Players manable turrets that do increased damage can be used at a certain point between fights. Those turrets can of course be destroyed and have a cooldown.
That would be a lot of fun, especially if the map was very labyrinth-esc! How would the winners and losers be determined? How would the rewards be determined? The player that infected the most amount of healthy players? The player that survived longest?
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TUXs's Avatar


TUXs
04.04.2014 , 08:42 AM | #674
So....Alex, after a week of listening, how long before we see action by Bioware? How soon will you address the players on what your final plan is given these suggestions? Or will this be another one of those polls like "Which planet do you wanna see next" that fades into obscurity?
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L-RANDLE's Avatar


L-RANDLE
04.04.2014 , 09:04 AM | #675
Quote: Originally Posted by TUXs View Post
So....Alex, after a week of listening, how long before we see action by Bioware? How soon will you address the players on what your final plan is given these suggestions? Or will this be another one of those polls like "Which planet do you wanna see next" that fades into obscurity?
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cycao's Avatar


cycao
04.04.2014 , 09:44 AM | #676
Given the amount of PvE related input for warzones why hot just have asked for ideas or flashpoints or ops?

ByeToWoW's Avatar


ByeToWoW
04.04.2014 , 09:53 AM | #677
Quote: Originally Posted by AlexModny View Post
That would be a lot of fun, especially if the map was very labyrinth-esc! How would the winners and losers be determined? How would the rewards be determined? The player that infected the most amount of healthy players? The player that survived longest?
I can see this as a survival type of game. Your suggestion to combine this with a labyrinth map seems really fun. What could be even more fun is a labyrinth that changes throughout the match. Changes to the maze can be influenced by both factions to benefit their side. You already have a somewhat similar mechanic that can be modified for this purpose. That is the bridge expanding in the Voidstar Warzone. It would incredibly fun to remove a previously existing bridge while the enemy team is crossing it.

AlexModny's Avatar


AlexModny
04.04.2014 , 10:19 AM | #678 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by orangefishboy View Post
Maybe in order to make VIP something fun to do, the character selected as VIP has their abilities and gear switched out to a specific set, with fun to use abilities that are standardized? There might still be a difference with the player's experience level, but that would always be an issue. Maybe make them a special assault soldier who gets a huge rocket launcher to shoot at people and has to destroy something at the end of the escort?
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?
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isaqueMar's Avatar


isaqueMar
04.04.2014 , 10:45 AM | #679
team deathmatch, lol

zackmac's Avatar


zackmac
04.04.2014 , 12:01 PM | #680
-Four nodes arranged in a diamond
-Spawn points E/W so each team has one natural node.
-Points are gained by controlling nodes and kills
-Controlling a node is accomplished by outnumbering the opposing team at a node
-Each node has ~15m radius to stay inside that constitutes control
-If there is nobody at a node it is not controlled and does not give points
-When there are equal numbers of each team at a node it is contested and no points are gained by control
-Stealth players may control a node while in stealth but may not contest (if they are guarding a node solo the team receives points from the node but as soon as an opponent enters the area control reverts to the opposing team until the stealth comes out of stealth at which time the node is contested).
-Point allotment from nodes and kills and node "point tick rate" as well as points to win are open to testing for desired game time.
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