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  1. #11
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    The only problem I can see (besides SE not being willing to put in the time and effort in would take to actually make the game mode) would be Q's. PvP is a relatively small community, and this game mode would really only work with 24-72 man matches. Worse still, this game mode requires actual specified jobs, unlike Front Lines which will Q people regardless or w job they are. People would have to Q as a DoL or DoH, and not nearly as many people will want to do that (or even can do that. I myself have no DoL or DoH jobs at level cap) over Q'ing as a combative job. That means we'll run into the same problem that PvE Q's run into:

    -PvE Q: The Dps slots fill up super fast, but the Tank and Healer slots take forever.

    -PvP Bastion Q: Dps/Tank/Healer slots fill up ASAP. but the DoL and DoH slots take forever.

    The Q restriction alone would make the game mode unplayable.

    @Uberhaxed's idea of assigning combatant and non-combatant teams would probably work better, though there would still be the problem of dividing the players into teams. Front Lines players already get into spats over aggressive versus passive strategies, and a lot of players will either sit on nodes or go full attack. This kind of game mode would only divide those players further and encourage them to fight over who does what role. That being said, at least it would be playable this way.
    (0)

  2. #12
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Another idea (that Op's idea gave me) is to change the playing field a little. The OP's suggestion shows everyone starting on equal footing, the same way FL is played. This is cool in itself, but I think it would also be cool to change it up and force players into a specific role (not specific job role, mind you) when they play.

    Basically, the game mode divided into 2-3 rounds (depending on if there is 2 or 3 GC's involved in the match). In every round, 2 of the GC's are assigned to be "attackers." Their role is to attack the fortress. The 3rd GC is assigned to be "Defenders." This GC defends the fortress. 2 v 1 (seems unfair, but just wait).

    Defenders can re-spawn, but re-spawns are limited by an extended re-spawn timer that continues to extend indefinitely with each death. Attackers cannot re-spawn, but can be rez'd a limited number of times (3 strike rule, maybe). Basically, defenders have the advantage in the start of the round, but their advantage goes away the longer the assault lasts or if they die a lot. Defenders are also given a positional advantage and are provided with limited tools to aid their defense (Snares, Heavies, Poison or Paralysis bombs, etc.). These tools are fixed in place and can only be used in defense of the base. They cannot be used to assault (Ie: cheaky defenders could not use ninja's to sneak snare traps into Attacker spawn points, cuz I know some troll out there would try it). Defenders win if they successfully defend the base for the duration of the round or kill all of the attackers, allowing for different tactics.

    Attackers, on the other hand, win the game if they conquer the base. This requires an attacker to attune to an aetherite at the centre of the base (the most heavily defended location). Obviously, in this game mode, it would be most beneficial for the attackers to co-operate until the base is breached, however, only one attacking team can attune to the aetherite. So, sooner or later, someone has to stab the other in the back. Attackers would have to chose theri tactic. They can either try and wipe each other out right off the bat to eliminate a rival and create battle highs/fevers, or divide and conquer.

    The game matches are decided on who win's the most rounds. In 1v1 rounds, it's best of 2 or a draw. In 2 v 1 rounds it's a best of 3 or a draw. It would take some major tweaking to make sure that the game mode wasn't totally unbalanced in favour of attackers or defenders, but I think it would be fun. The tactical possibilities would be pretty cool too, since you'd be torn as an attacker as to whether or not it is smart to cooperate with your rivals or try and build battle highs off of them before going after the defenders.
    (1)
    Last edited by Februs; 01-21-2016 at 08:49 AM.

  3. #13
    Player
    Ruenis's Avatar
    Join Date
    Sep 2013
    Posts
    153
    Character
    Cecille Lightfellow
    World
    Tonberry
    Main Class
    Pugilist Lv 70
    Reminds of Ragnarok Online's War of Emperium. Which is good btw.
    (0)

  4. #14
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    If the DoLs and DoHs got exp with what they can contribute being scaled (low levels getting basic mats like wood and iron while higher levels can get special gems and "artifacts" wkth the same applying to DoH's craft abities)

    This could encourage DoL and DoH leveling from players who otherwise wouldn't bother.
    (0)

  5. #15
    Player Kaiser-Ace's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,966
    Character
    Kai Magnus
    World
    Leviathan
    Main Class
    Dragoon Lv 90
    Also, having g the fortress as an "on the fly" zone where the Crafters and Gatherers could immediately switch to combat with full cooldowns would make bumb rushing the fro t gate a VERY bad idea with out solid back up.
    (1)

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