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Idea for new PVP content: LOL/DOTA style map


Motivationman

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I only recently got to try ancient hypergate today and while it was interesting, it didn't feel much different from what we've already been doing. So, I got an idea.

 

I'm sure a lot of people here have played league of legends or DOTA at least once. The concept is simple, 5vs5, you have three "lanes" and a constant stream of trash coming from both sides going down each lane as well as powerful turrets at regularly intervals. The object is to fight your way down the lanes and destroy the opposing base.

 

Some mechanics would have to be tinkered with ("leveling up" could be some kind of stacking buff awarded at X experience) and rather than selling "items" per se you could have a store in the base that sells various perma buffs or upgrades to the trash mobs or turrets.

 

Some advantages

 

1. Less players per game so faster queues/easier to arrange ranked matches

 

2. More strategic, turrets and the leveling up mechanic heavily punish zerging down the most obvious path and getting killed over and over

 

3. More data for 1 on 1, 2 on 1, and other small group fights to help fine tune balancing, maybe even sell this as an expansion with new talent trees specifically designed to be used in this mode to aid balancing. Also the kind of players who like this kind of mode are very meticulous about balance and will spot problems quickly. These different matchups also make sure every game is different.

 

4. Proven profitable microtransaction model, easy to monetize

 

5. If you can add some kind of good overhead observer mode this is perfect for livestreaming/commentating at various websites and generating general interest

 

This isn't all, adding NPCs could allow for other modes. For example, suppose you have another 5on5 scenario. The defending five get a buff, the attacking 5 get a debuff, but more NPC allies and faster respawns. The defenders must defend three lines of defense and hold out for a set period of time. However, the line is very long and the defenders have to spread out while smart attackers will try to overwhelm a single point. Including the "leveling up" mechanic via a stacking permanent buff is also a good idea that makes things interesting each time.

 

These kind of modes are more dynamic and have more replayability after you are fully geared. I guarantee this would keep people interested in PVP in SWTOR for a long time to come.

 

Lastly, cross server play is highly recommended. If queues keep popping people will keep playing and keep spending money. Everybody wins.

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Sorry, but I have to ask:

Why don't you just play a MMOBA, instead?

 

Not that this is a terrible idea, but something like this would take YEARS for EA/Bioware to create, with their track record. Would the WZ be a "cut-and-paste" copy of MMOBAs, sans the diverse cast? Would it involve and entirely new round of "class balancing" (of course it would)? How would they implement spectator mode, considering that they already had that potential with Huttball? How different from the other MMOBAs would TORs be? How would they handle quitters?

 

The list goes on. . .

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SWTOR's current money making model is to keep players busy at post 50 with content or gear.

It goes against DOTA. In dota, you get powerful while playing the warzone.

 

In swtor, you get powerful by grinding gear. Grinding gear is basically their business model because no company can create content every month that will keep people busy for the whole month.

 

For example: We all went through the leveling content which is 1-49. This is great and new things happen every level. However, this took 7 years to create. It is not a good business model to create content for subscription money so we have gear grind instead.

 

So if we have a dota warzone that has no need for gear then players will start asking that the other warzones no longrer require gear. THen there goes your business model and current money making possibilities.

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