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  1. #1
    Player
    DRAGONxKING's Avatar
    Join Date
    Feb 2015
    Location
    Ul-Dah
    Posts
    22
    Character
    Abigail Wulshire
    World
    Sargatanas
    Main Class
    Ninja Lv 90

    Blitzball - An idea I had.

    Pretty sure beating a dead horse but hear me out. I couldn't sleep so I started thinking about the future of XIV with PS3 support out of the picture. I know Yoshi wanted to add Blitzball but he wanted it to be the Blitzball everyone loved but unique to FFXIV. So here is what I think to be a very well thought out and well balanced plan for Blitzball that I think would work. This will be split up into sections within this post but here we go:

    System:

    I'd like to start off with it's own unique system with included elements from the original BBall.

    This system includes it's own hotbar bar much like PVP. This bar is geared towards basic abilities exclusive to Blitzball. Tackle, Pass, Shoot etc. Goalies have their own unique abilities to defend their goal. Also it's own "Blitz Gauge" (More on this under gameplay later on)

    Much like the original players are suspended from Ascending and Descending unless you're the goalie. This will keep players from swimming too high or too low and just to keep it simple.

    Players will be placed in teams of 6v6. 3 forwards, 2 defenders and the goalie. These positions are given at random and reset between rounds. (A check put in place so the same player doesn't end up as goalie or any other position twice the same game).

    To prevent players from becoming pure ball hogs if a specific amount of time passes and the player holding the ball has not used an action such as pass or shoot they will be forced to do so or the ball just drops and you get a 5 second debuff that does not allow you to immediately pick the ball back up. This is to ensure the game and the ball keeps moving forward and to promote more teamwork.
    Players will use TP for all their skills regardless of Job.
    The stats will be unique as Shot, Pass, Attack and Endurance.
    Shot: Determines the "strength" of your shot.
    Pass: Determines the "Strength" of your pass.

    As the ball moves towards the goal or other players these numbers drop as in the original.

    Attack: Your attacking capabilities when attacking the ball carrier
    Endurance: Your defensive capabilities when tackled if you have the ball.

    These attributes will help determine how many hits you can give/take before the ball gets dropped by the carrier.

    Gameplay:

    To keep the ball moving forward as said before players who are not goalies can not ascend or descend.

    Gameplay is similar to PVP.

    Players have "Tackle, Pass, Shoot" as their abilities. Obviously Pass and Shoot are only available if you're the ball carrier. Separate from the original all players can use attacks on all players to help make way for the ball carrier.

    Tackling players who don't carry the ball gives a 5 malm knockback (Maybe less/more. the goal is to get players out of the way but to also give the opposing player an opportunity to escape or return the attack." Tackling a ball carrier does not knock them back but drains their endurance. Much like riding a mount if you take too much damage too quickly, you drop the ball and dropping the ball provides a "Stun" debuff to prevent you from immediately picking it back up (I mean, you did just get beat up).

    How passing and shooting works:

    Passing: Select a teammate and hit pass to pass to that teammate.

    Shooting: Everyone gets treated to a gameplay freeze and get to watch the goalie save the day or fail and become the ire of the entire world. Special Shots makes this harder. A shot made resets the playing field for another kick off. the team that didn't score gets the ball.

    Depending on your stats, your shot or pass is given a value.. as the ball travels the value slowly decreases. if this value hits zero before the destination it stops moving and is available for pickup from any player.

    How does Blocking work? GLAD YOU ASKED!! In the original if you shot the ball the opposing team tries to get their hand on it. It will work similarly in this version but with a few differences. In regular PVP Samurai has a move called Hissatsu: Soten. You get to teleport to a specified location and inflict damage on any enemy players standing in your teleportation line.... however this is the exact opposite. When passing to a player or taking a shot the opposing players in the line of passing/shooting deal blocking damage to your pass or shot, decreasing it's pass/shot value.

    Now here comes the "BLITZ GAUGE":

    This Gauge allows the use of special tackles and shots. Using specific actions as well as the passing of time slowly fill the Blitz Gauge. This deters from players spamming to put other players to sleep or knock their stats on a whim. And adds strategic value.

    Much like in the original Nap Shot/Tackle, Wither Shot/Tackle, Drain Shot/Tackle and special shots like Sphere Shot will play a major role in helping to determine who wins.

    Nap Debuff: Duration: 10 seconds. TP restores while asleep. Can be removed by getting hit with a ball passed by a teammate. (Teammate passes to you).
    Wither Debuff: Duration: 10 seconds. A random stat is reduced by 15 percent.
    Venom Debuff: Duration: 10 seconds. Drains TP.
    Drain: Absorbs target's TP and replenishes your own

    Sphere Shot: +10 shot
    Jecht Shot: Ignores the Block of first blocking player.

    And now for the most important underrated person ever... the Goalie.
    No. They cannot leave the goal. They're glued to the posts. WSAD moves them up, down, left, and right. They can move diagonally. They're block will be higher than than those on the field. If they're block is higher than what value is left on the shooting player's shot... you block the shot. If they're within 5 value of each other it bounces off the post and back into the field going to the nearest player. Blocking special shots like Wither and Nap Shot WILL apply their debuff if you block the shot (keeps the game going moving forward). If a goalie blocks a nap shot and is put to sleep the nearest player automatically receives the ball.

    Goalie abilities (Note: Goalie abilities do not require the Blitz Gauge):
    As the goalie you get special traits such as no value when passing back to the team. It'll instantly arrive into your teammate's hands.

    Downside: The goalie's abilities are cooldowns (You're a goalie so there won't be many abilities anyway).

    Grip Glove: Increases Block by 20%. 45 second cooldown
    Underdog: Shoot the ball to the other goal. 20% Chance of instant goal.
    (Maybe more abilities).

    The importance of a player being goalie shouldn't be downplayed. You may not get a lot of action... but you are instrumental in strategy and are the only one who can spare the time to talk to your team. They get to see the whole field and focus on enemy movements.

    These are my ideas. I think it is the best of both worlds. It's close enough to the original to still be the blitzball everyone but unique enough to be a refreshing take that brings new things that people can enjoy. Thoughts? Sorry it's so long.
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    Last edited by DRAGONxKING; 07-12-2017 at 11:18 PM.

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  10. #10
    Player
    Mikhaill's Avatar
    Join Date
    Jan 2015
    Posts
    616
    Character
    Xetsu Mitsuhara
    World
    Goblin
    Main Class
    Marauder Lv 70
    You can bypass text wall by editing first post.
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