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  1. #1
    Player
    Peacecow's Avatar
    Join Date
    Dec 2015
    Posts
    23
    Character
    Zakarhen Bekazr
    World
    Leviathan
    Main Class
    Warrior Lv 60

    Idea (new PvP mode): King of the Hill (Siege)

    So another day the linkshell on my server was joking about the modes of PvP, when I thought maybe a "King of the Hill" type would be great. After giving some thought on it I came up with a rough draft of the PvP Idea.

    Take note this was made with 72man matches in mind, at ilvl150
    I'd like to see this in the Sea of Clouds (cause islands)
    • Like usual, teams are divided into 3, with 3 nodes outside each camp(tho when I say outside, I'd like it to be 20 secs away from spawn). All these three "base" nodes would be connected to each other about 30 to 45sec of mount riding away, and each node would have a teleportation/jumping pad/the thingy in slaughter to get to the "center" node. Note I said "to" and not back and forth. I'll explain why later. These nodes will also have a certain utility
    • For the "Center" node, it's just gonna be just one big tower or something, to attain it, I would like it to be like Sieze; cept when an opposing team claims it it won't go thru the process of "unclaimed". The reason for the whole claiming thing is for when the two other teams are claiming it, it won't be by head count, and the team that has the node, they can either 1.retreat and use the node as a decoy, 2.leave a sacrifice to stall for some ticks on the node, or 3.to the last man (so yeah.......Sieze), and on this island, there will be "jumping pads" to get a smaller ring of 3 nodes.
    • Now for the "small" node (I'll call them "lil"). For the lils, it's gonna be just like the base node minus the utility, linked together on one platform, It'll take about 15 to 25 sec to get to other lils
    Now let's talk "utilities". What I was thinking of is cannons,hence "siege". Team restricted cannons for the base nodes, and motors for the team that got center node. Now to explain them.
    For the "base node cannons" we'll have 2, at the entrance of each teams unusable by the other two teams. Each cannon will have 4 ammo types: normal-each dealing 1000 flat(about 10% of an ilvl150), flashbang-a 1 or 2 sec stun, a sticky bomb- 20% heavy (or slow) for 15 secs, and a nuker-hitting for 4000 flat. the cd's for these would be: GCD, 15 sec, 30 sec, and 90 sec, but they will all take up a GCD to cast. They will be target-able, but only after someone has mounted it, health will be 7.5k(around 3 to 4 GCD from one person to take down). Respawn time 4 mins.
    Node, Cannon, jump-pad, A=team entrance, B n C= other base nodes



    For the center node cannons imo either: four of the "base" type cannons, or two of the "base-type" but double potency on everything cept nuker (2000 dmg, 2-3 sec stun, 30% heavy or slow, 15k HP,recast the same), respawns after every node takover.
    Node, Cannon, jump-pad, Landing spot A,B,C=team entrance&exit





    Now lets talk points. What I had in mind was: 6ppt (point-per-tick) for base node, 10 ppt for center node, and 5 ppt for lils, 10 points exchanged for kill (+5 for kill, -5 for death) I'll explain the reasoning behind this later. So if an average match was to be around 10 mins, for me to get the points needed for a win I would evenly distribute all the ppt for each team, remove the factor of pk gains
    So in this scenario, we have 14&1/3 ppt, sever tick is 3, so 10 mins would be 200 ticks, making it 2866.6 points, so 3000 points would be a good number.

    Reasoning behind this point system is: 2 lils=center, 2 base>center, 3lils=center&1lil>2base, 3base>everything else(not counting 4 or more cause ppl are going to be spread thin and die). Now take notice that as the ppt increases, the more likely your team is spread, the more likely it is to get sandwiched n stuff, the more likely it is to lose points from deaths.

    Oh! and pk=1central node tick :O



    Reasons:
    Base nodes for charges(and cannons to defend), center for battle royal, and lil's for skirmishes.

    For the distance of the Base and base node, this is to give the opposing team at least 48 points (out of 3000, pft) for claiming the node (20 secs running, 4 secs /return).

    For the distance of base node to base node, like I said above; to spread ranks thin and potentially increase deaths (if ppl are greedy and want to defend all the nodes)

    Edit: It's 3a.m. and I most probably missed something, ask away in the comments if I have, and I'll try to answer ASAP. If I have any flaws in this draft, point them out, and I'll tell you if it was meant to be that way( and why) or "damn I did overlook this"
    and someone teach me how to post them pics, can't seem to post them.
    (0)
    Last edited by Peacecow; 07-05-2016 at 11:58 AM.