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  1. #1
    Player
    SivaRep's Avatar
    Join Date
    Mar 2022
    Posts
    8
    Character
    Moira Levtan
    World
    Raiden
    Main Class
    Paladin Lv 100

    Ideas for new Frontline modes

    Hi all,

    I want to suggest an idea I was having for a new Frontline map.
    This is not me saying the existing maps are bad and I want to flag that my idea still needs work

    The mode is called something like "The Caves of Cutters Cry (Protect)". It's a map with lots of nooks and crannies, tunnels, a labyrinth of sort with several larger open spaces for the alliances to battle it out.
    At the start of the match, 1-3 players in each alliance get marked. This is visible to everyone, maybe even visible on the map. If an enemy team kills these marked players, they get points. If the marked player survives for ~2 min, their team gets points. After ~2 min, the still-existing markers disappear and new players get marked. This goes on until one team reaches the winning point number.

    It would be cool if marked players could work with their team to lure enemies into narrow hallways, and then ambush. Or a marked player could try to lure members of enemy teams on a goose chase, while the rest of the team engages the enemy to get kills. Teams could move in groups to protect their marked players. Players are encouraged to engage and learn the advantages of the map and their job to protect/evade.

    What do you think? What other ideas are you having for different Frontline maps/modes?
    (7)

  2. #2
    Player
    Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,683
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by SivaRep View Post
    Hi all,

    I want to suggest an idea I was having for a new Frontline map.
    This is not me saying the existing maps are bad and I want to flag that my idea still needs work

    The mode is called something like "The Caves of Cutters Cry (Protect)". It's a map with lots of nooks and crannies, tunnels, a labyrinth of sort with several larger open spaces for the alliances to battle it out.
    At the start of the match, 1-3 players in each alliance get marked. This is visible to everyone, maybe even visible on the map. If an enemy team kills these marked players, they get points. If the marked player survives for ~2 min, their team gets points. After ~2 min, the still-existing markers disappear and new players get marked. This goes on until one team reaches the winning point number.

    It would be cool if marked players could work with their team to lure enemies into narrow hallways, and then ambush. Or a marked player could try to lure members of enemy teams on a goose chase, while the rest of the team engages the enemy to get kills. Teams could move in groups to protect their marked players. Players are encouraged to engage and learn the advantages of the map and their job to protect/evade.

    What do you think? What other ideas are you having for different Frontline maps/modes?
    Anything involving more choke points would IMO require changes to some of the flashier animations. The current "show some effects" still produces massive explosions of light that are far more problematic in confined spaces, while simultaneously removing some FX that would be helpful to see. If the devs would just play the mode I feel these oversights would be corrected.

    Having flagged target players is an interesting idea. They tried this concept in the Ishgard vs Everyone melee, but unfortunately that fight was scripted to get you HU with Raubahn.
    (0)
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  3. #3
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    577
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    I love this idea. It basically makes players into nodes so you don't get people standing around licking ice all day, and instead forcing them to actually pvp.

    You could have the marked players be partially random and partially related to battle high, so that players with high BH are more likely to become prize targets of the enemy - suddenly you have to take that 100 BH tank and move them to the backline, weakening your attacking power sightly and potentially shifting the dynamics of battle.

    I like the idea of having one player per team marked as a gold prize (maybe worth 200 points) and over the course of the game smaller markers worth less (50 points) spawn on more players. Similar to in the nadaam where we the game goes on fewer nodes spawn, except here more nodes spawn to encourage aggression.

    You'd have to make it so that successfully protecting a marked player gives a good bit fewer points than killing that player, so that teams would not be able to camp at their base for an entire game after getting a single gold kill.
    (2)

  4. #4
    Player
    Raraka's Avatar
    Join Date
    May 2022
    Location
    Limsa Lomisa
    Posts
    257
    Character
    Raraka Raka
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    I like this idea, it would also allow healers to engage more actively with their tools as they would be able to predict who is going to be taking the damage from enemies

    The only oversight I see, could be a party of 4 machinist just chain LB-ing the Flags every time their LB is up
    (3)

  5. #5
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Raraka View Post
    I like this idea, it would also allow healers to engage more actively with their tools as they would be able to predict who is going to be taking the damage from enemies

    The only oversight I see, could be a party of 4 machinist just chain LB-ing the Flags every time their LB is up
    Eh, wouldn't say oversight, more something you need to account for. Would also amp the value of Paladins with Guardian (Cover), especially with Guard or Phalanx.
    (0)

  6. #6
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,950
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    That sounds similar to capture the flag pvp modes, or more exotic carry the ball modes (like huttball in swtor). You can definitely imagine a lot of different adaptations of this, like a map where there is random flags spawning on the map, players have to capture them and move them back to their base, or like a map where players are designated targets like you say and have to do... whatever (score a goal past the enemy team?).

    The other idea I'd really like to see them consider is the frontlines from swtor with an attacker team and a defender team: the attackers have to go through a whole linear dungeon with various traps and pitfalls and clear checkpoints/blast doors while the defenders try to kill them and push them away, then once the timer ends or the attackers reach the end checkpoint, both teams rotate, and the winner is the one with the best results on attack.
    (2)
    Last edited by Valence; 01-21-2025 at 10:35 PM.

  7. #7
    Player
    SivaRep's Avatar
    Join Date
    Mar 2022
    Posts
    8
    Character
    Moira Levtan
    World
    Raiden
    Main Class
    Paladin Lv 100
    Interesting to see a 2-team structure. Maybe they could use the Rival Wings matching for that to finally get something like a Rival Wings (aka 2 teams) roulette going
    (0)

  8. #8
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    633
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Just copy battlegrounds from warcraft. That would be a good start. That was what l enjoyed the most when l played warcraft back then
    (0)

  9. #9
    Player
    Archeron's Avatar
    Join Date
    Mar 2023
    Location
    Westfall
    Posts
    631
    Character
    Edwin Vancleef
    World
    Golem
    Main Class
    Ninja Lv 97
    Rough ideas. Modify at your own will.

    Capture the flag. Spawn flags at various positions around the map between the team spawns. Also put a team flag in their base that when stolen and captured gives +200 points to the attacker and reduces -100 points to whoever it was stolen from.
    Domination. Spawn bases that need to be captured and held to gain points. (Similar to Borderland ruins.) Put a king of the hill zone in the middle that spawns periodically and gives large amounts of point to the team with the most players holding it.
    Deathmatch. Straight up just duke it out. Perhaps have stage hazards to spice things up so one team isn't getting constantly thrown into third place.
    King of the Hill. Large zones spawn periodically. The team with the majority sitting in the cap zone wins it.

    Even these new basic modes aren't enough. The maps to accompany them need to also be fantastic. None of that bullshit like Seal rock which sabotages North spawn. None of that linear Shatter garbage. Something that will be as memorable as Warsong Gulch, and Arathi Basin in WoW. (Doubt that's even possible without slashing team sizes or reverting to 1v1 combat but there's always potential.)
    (0)

  10. #10
    Player
    Sinstrel's Avatar
    Join Date
    Nov 2019
    Posts
    289
    Character
    Sinstrel Muran'khana
    World
    Gilgamesh
    Main Class
    Dragoon Lv 100
    I like this idea, it forces teams to split up to accomplish different objectives. Small defending team, scouts, and an attack team to kill other marked enemy players.

    They could change the minimap feature to not show enemies in combat either, and only display the marked players. This would force teams to at least have a few scouts. Losing a marked player and killin a marked enemy should award the same points though in my opinion. With the exception of slight scaling based on the rank of battle high a marked player has. It would discourage spawn camping the losing team and make attacking winning teams much more obviously rewarding.
    (2)

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