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  1. #1
    Player
    Lilith_Merquise's Avatar
    Join Date
    Aug 2015
    Location
    Adders
    Posts
    157
    Character
    Scuro Merquise
    World
    Sargatanas
    Main Class
    Machinist Lv 70

    New PVP Mode Idea: "Bastion"

    The Idea of Bastion
    So another idea that came to mind when thinking of "Conquest" in this game, but a game mode I'm calling "Bastion" The idea is that the 3 Grand Companies are doing a training exercise and each gets a fortress. Now these fortresses start off small with wood constructed walls etc. But the idea is that you want to defend your Fortress while also destroying the other Grand Company Fortresses. Also to give this more of a grand scale, you will have NPC's added to your brigade to aid you (which are notably weaker then Players of course).

    The Role of the Disciple of Hand
    This is how the mode differs from all PVP before it. The idea as a Hand is that you are to maintain the structure, when a barricade, wall, etc. goes down. It is your job to grab the tools and items required to repair it and "Get to work." You need to maintain the base so that the team can run and win. But not just that but you also upgrade structures, like changing walls from Wood to Stone, to Metal, etc. Also adding cannons and different types of NPC offensive structures, as well as creating upgrades to armor and weapons for NPCs (no not crafting each NPCs outfit, but in a general sense, you craft metal armor and now all NPCs will have metal armor).


    The Role of the Disciple of Land
    Your job is to gather like it's going out of style and provide resources for the Hands to be able to repair and upgrade items for your fortress. You will be located behind your base so it is not easy to get to, but you are still open to being attacked which is why the role of NPC and War/Magic defending you is vital for success. The items you harvest, are turned into an NPC vendor and it is immediately sent to the fortress as resources.

    The Role of the Disciple of War/Magic
    Your job is to protect your Fortress/Hands, protect your Land Harvesters to keep resources generated, but to also siege enemy bases or interfere with enemy base resource generation by eliminating land harvesters. It's all about tactics and what you want to bring to the team.


    Why do this?

    Currently there isn't a real objective based mode in this game that brings all types of players into it and make them all feel viable and useful. This game mode makes everyone work hard and together to win, but also making hand/land players have something they can do with their war/magic friends and actually contribute in a big way. Also feeling like you're taking on something grand in scale just makes it feel far more exciting and interesting.

    Also unlike some of the other PVP game modes there are many ways you can choose to play, either you can go: impenetrable defense and bleed out the enemy's resources to win, you can go conquerer and dominate all enemy bases for a speedy win, you can go heavy on land/hand classes and build up your defenses and NPCs to out buy the enemy teams, or you can employ assassination tactics by sending in people to kill hand/land players (Ninja Stealth has never been a scarier ability haha). It just opens up for a wealth of tactics and play, Ebb and Flow that would be so great to see.
    (14)
    Last edited by Lilith_Merquise; 01-20-2016 at 06:57 AM.

  2. #2
    Player
    RainDurell's Avatar
    Join Date
    Apr 2015
    Posts
    110
    Character
    Rain Durell
    World
    Cerberus
    Main Class
    Black Mage Lv 100
    I like it, +1
    (0)

  3. #3
    Player
    Spawnie's Avatar
    Join Date
    Aug 2013
    Location
    queensland
    Posts
    2,207
    Character
    Spawnie Lionheart
    World
    Odin
    Main Class
    Bard Lv 80
    while ive been against other modes being added until queues are fixed this sounds decent and fun
    (0)

  4. #4
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Now this is a cool PvP concept!

    One small idea though; instead of supply nodes spawning behind the base, they randomly spawn in an area between the 3 GCs; making protecting your DoL members and fighting off other teams more of a main objective, a la age of empires 2. Then when resources become scarce, the objective shifts to attacking and defending whatever level of bastion you were able to build.
    (2)

  5. #5
    Player
    Chewy2nd's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    732
    Character
    Dia Lancea
    World
    Adamantoise
    Main Class
    Archer Lv 100
    I love the idea of having a sort of fortress PvP mode, this sounds awesome.
    (0)

  6. 01-20-2016 10:56 AM

  7. #7
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    I would be thrilled to see something like this in the game. I worry it would be very difficult to balance though. I very much enjoy PvP in FFXIV and want it to be expanded, but I don't wonder if this sort of concept is better off as as PvE. Still, if it can be balanced well enough I would be more than happy to see it in PvP.
    (0)
    A true paladin... will sheathe his sword.

  8. #8
    Player
    UBERHAXED's Avatar
    Join Date
    Aug 2013
    Posts
    700
    Character
    Seraph Khalid
    World
    Faerie
    Main Class
    Summoner Lv 60
    I'm not seeing how this could work with DoL. Where does the skill come in? It sounds nice on paper, but it sounds like it would be something really boring in practice, just walk from A to B back to A, etc. Maybe just DoH if they make it so they can make and use catapults and stone throwers like in the fort condor mini game in VII. Fortress is also a nice idea, but it sounds like once someone sprints to your base you lose since you aren't a combat class (and combat classes will be at other bases attacking). It since crafting isn't really something you do with speed, I think the whole crafter interface wouldn't work in a realtime pvp type of mode. Maybe just separate the alliance into combatants and non-combatants, where non combats just make and control stationary combat items, like watch towers, ranged weapons, and traps.

    Playing off of your idea (it was pretty good in it self) assuming we are using 72 man (3 alliances) fights:
    • Assign 18 combatants and 6 non-combatants.
    • The combatants will serve as attackers, and non-combatants will serve as defenders.

    The ideal setup is to have a vanguard unit (maybe 6 players), a main unit (12 players), and a rearguard unit for when the units need to retreat to defend.
    • The arena should not be a flat triangle (ala frontlines) but a multi-level maps with 9-12 end points, where 3 are chosen randomly for the starting point of the alliances.
    • Combat units should send scouts to find the location of enemy bases (and there shouldn't be any indications on the mini-map where the other bases are). Map markers (IMO) should be disabled in this mode.
    • Once sufficient information on enemy base locations and enemy unit locations are known, the your main units should focus on launching an attack on an enemy base.
    • Your non-combatant's job is to set-up defense for the base and to request back up if they are overwhelmed.
    • The objective should be to retrieve a special item from the enemy base and bring it back to yours, while your item is still there (i.e. exactly like capture the flag).
    • Flags should be visible items that are carried by players and are dropped when a carrier dies. An indicator with who has your flag should be in the map.
    • First alliance to capture a flag and bring it back to their own base while their flag is not stolen wins the match, with the other two teams losing.

    Obviously, this means an all offensive strategy will fail since your flag will easily be stolen. Balanced teams will tend to win. This also discourages long drawn out fights in the center of the arena, because the third team will be free to pillage the other 2 flags.

    As for the non-combatants, rather than making items, non combats should have a personal cost limit (think Lord of Verminion with its cost system, with 60 points usable before the match and 240 for the total). Items can be destroyed by attacking them. Examples of items below (for simplicity, let's use 100 as the cost limit):
    • Watch Tower: An elevated tower; cost 10, 20,000 HP
    • Sniper Rifle: A long range weapon (equipable to main hand), capable of firing 100 potency shots from 100 yalms away. Must be player controlled, usable from the ground outside base or Watch Tower inside base; cost 5, destroyed upon switching main hand
    • Sonar: Sends out a signal every 10 seconds, indicating player in a 50 yalm range, at an angle of 90 degrees. Only deployable in Watch Towers; cost 5, 500 HP
    • Scope: A telescope (equipable to main hand), capable of zooming camera in first person up to 200 yalms away. Must be player controlled; cost 2, destroyed upon switching main hand
    • Land Mine: A land based proximity bomb. Deals 1000 potency in a 5 yalm radius. Detectable by certain PvP skills; cost 2, HP 1, destroyed upon detonation
    • C4: A remote detonation bomb. Deals 1000 potency in a 5 yalm radius. Multiple detonators equipable to secondary hand (you get an icon on your hotbar for detonating each one). Must be player controlled. Detectable by certain PvP skills; cost 5, HP 1, destroyed upon detonation
    • Sentry Gun: A remote sentry gun, firing 50 potency shots at a range of 25 yalms. Can be set to autonomous mode, firing at a rate of 1 shot per second in line of sight, rotating periodically 90 degrees. Manual mode equips monitor to main hand. Set to autonomous mode upon switching main hand; cost 5, HP 5000
    • Ballista: Catapult capable of sending mortar strikes at targeted location. Range from 5-30 yalms, 500 potency AoE damage, radius 5 yalms. Must be deployed outside base. Must be player controlled. Controller equipable in main hand; cost 10, HP 5000, ceases control upon switching main hand
    • Grenade: A thrown bomb capable of friendly fire. Must be player controlled. 500 potency AoE damage at a targeted location in range of 0-15 yalms in a radius of 5 yalms. Detonates in 3 seconds of pulling pin. Equipable to secondary hand; cost 2, destroyed upon use
    • Gate: A wall, passable by allies; HP 5000, cost 5
    • Fortified wall: An impassable wall; HP 40,000, cost 10
    • Replica Flag: A replica of the flag; cost 2, destroyed upon inspection
    • Missile: A ranged nuclear warhead, capable of friendly fire. Deals 5000 potency at a targeted location in range of 0-100 yalms in a radius of 15 yalms. Must be player controlled. Controller equipable by main hand. Usable only from inside base or in a watch tower. Takes 10 seconds to detonate at location; cost 98, destroyed upon use or change in main hand

    General defender strategy would be build walls to lure enemies into narrow chokepoints and deployed bombs at range, while having radars and weapons active in watch towers.
    Of course, this can be improved for balance.
    (1)

  9. #9
    Player
    Spawnie's Avatar
    Join Date
    Aug 2013
    Location
    queensland
    Posts
    2,207
    Character
    Spawnie Lionheart
    World
    Odin
    Main Class
    Bard Lv 80
    hope the devs read this and have a plan to implement it lol alot of good ideas :3
    (0)

  10. #10
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    I think Uberhaxed solved the issue with the "where does DoL fit in?".

    The DoL can collect said " building points" by gathering items. (Different items awarding more/less points scaled by risk) and effectivly be guarded by a scout regement. (Ninjas, Mechenists, and Bards in my head)

    And then the DoH can buy needed materials with said points. Resorce management being the big key.

    The the DoW/DoM having the goal of siege and infiltration with taking the command towers being objectives. (The DoH will repair them to stay in the fight) and upon both enemy fortresses falling (or timeing out at which highest points win per usual) then victory is declared.

    This mode would only work with full 72 player combat.
    (0)

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