I think Frontline could benefit from each map having its own unique set of rules rather than all maps being a re-skin of the same RNG Node Spawn/Cap concept. The current Shatter has a great mix of RNG node spawns and PvP, with enough RNG that it doesn't feel obnoxious (small ice spawns, 2 random big ice spawn locations), and enough PvP where you can feel your contribution matter to some degree (but still encourages 24-man deathball strategies). However, I'd like to see the other 2 maps have no RNG at all, and let Shatter be the RNG map. Here are a couple of suggestions:
1. Seal Rock: Remove RNG entirely by having 8 permanently spawned Tomeliths. The Tomelith in the center of the map can be an S-rank node, 4 other surrounding tomeliths being A-rank, and 3 tomeliths closest to each teams base being B-rank tomeliths. As your team holds more than 2 tomeliths simultaneously, each additional tomelith will add a point multiplier to your team score. The map now becomes a capture and defend ruleset where teams are encouraged to split up into full and light parties to hold as many tomeliths as they can, while having a roaming party challenging the other teams. "Ice-lickers" can stay out of combat and defend nodes and easlily get their daily roulette bonuses while the more PvP avid players band together to conquer additional tomeliths. Win-win for everyone.
2. Onsal Hakair: Remove RNG in favor of a battle-royale format centered on the middle oovoo. Increase the size of the central platform. Exchange the ramps leading up to the center platform for launch pads that are temporarily active for 1 minute at the start of a "round". At the start of the match teams launch up to the center platform and PvP to be the last team standing. Using the launcher gives you a debuff preventing you from being launched into the center again for the remainder of the round. Players killed or knocked off the platform can still PvP other knocked down players for points. Respawns may occur until the round is over but you can not launch onto the central platform again until the next round. Raid-wide buffs spawn around the map that knocked off players can challenge (similar to the bases in Secure where the buff goes to whichever team has more players standing in the circle)After some time, the central platform gets the "heat wave" mechanic from Red Sands until 1 team wins. Once a winner is determined, the winning team is awarded a lump sum of points and all players PvP and challenge raid-buff objectives until the platforms become active again. 3 rounds. This map would offer different strategies to achieve the point win condition. You could go for middle oovoo lump sum points, PvP the knocked off players for points, collect and hold all raid buff locations to buff your team at the center oovoo, or a mix of everything.
These are just a couple of ideas for ways in which each frontline map has the potential to become something entirely other than RNG/Deathball and still have PvE and PvP elements. I'm sure the creative development team is much more creative than I am at coming up with something even more practical and enjoyable.

Reply With Quote








