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Originally Posted by Amity and Truth
I'd like something more epic.
The idea behind factions was okay, but the way it was introduced was awful. No matter how often you have won it never felt like achieving something, simply because everyone else could be losing their battles.
So i'm suggesting a mixture of GvG and Alliance Battles with an added "Construct" mode i'll explain later.
The actual battle would be divided into several parts (and maps). Let's go by the example of two Guild fighting it out. The Mission goal is to succesfully siege and capture a castle. One Guild is defending while the other one is attacking.
The first part of the battle is the challenge.
To start the Siege you must succesfully challenge the defending party. To do this, you must win in a direct 8 versus 8 Battle against them. The twist is, your skillset at this point is a fixed one. No way to change it, even your attributes will be allocated to a certain point. This is to make sure that the challenge is not won by builds but moreover by teamwork. Both sides will be using the exact same build. To make this possible, you take control over a NPC.
Winning conditions are: Either take the enemy team out or manage to activate a scripted serious of events. If you've played Unreal Tournament in Assault Mode, you'll know what i'm speaking about.
Just an example for a challenge map. You start with a broad river and a simple bridge. The defenders want to destroy it to cut down your offense. To achieve this there is an invisible but clickable object that needs to be destroyed but has huge hitpoints. The bridge is quite narrow as well.
From that point on, the rest of the battle is completely up to the players. The bridge is quite easy to take, semi hard to destroy. There is another way across the river but it will take you some time to get there, it is far away from your spawnpoint and passing will slow you down.
Go for the bridge? Go for the passage? The defenders have teleports between the two, you don't. The teleporter works every 15 seconds, once. You could head straight for the passage and just ignore the bridge. Or you could go straight for the bridge. Or you might send a single scout. If the passage is clear, he will pass through and claim the next spawnpoint. If it isn't. Well, he has hit the wasps nest. But guess what? That means the bridge is weakened and you can go there with full power (if it's still fully functional that is).
Once you've claimed the next spawnpoint, the defenders get a bonus "Defenders Panic" giving them a 50% Movement Bonus but 50% Slower Recharge for 20 seconds. This is to allow them to regather at the next chokepoint. Agressors get a +10% Morale Boost if they manage to take a Chokepoint. Defenders get a +2% Morale Boost for every two minutes they defend a chokepoint.
Etc, etc, etc.
After a fixed time of twenty minutes the battle is over. If the aggresors were not able to make it through, they're out and the defenders net a win. If they were not, the next part of the battle starts and both parties are beamed to the next step.
This is called the siege.
During the siege there will be a full 5 Minutes "Preperation" Time with an alternate Skillbar. This alternate Skillbar is actually something novel to GuildWars.
This skillbar allows you to spawn Groups of NPCs, fighting for you. Each skill is a one shot skill only. Examples could be:
Spawn Archers
Spawns a group of 4 NPC Archers at your location.
Spawn Soldiers
Spawns a group of 4 NPC Warriors at your location.
Spawn Battering Ram
Spawns one battering ram, a battering ram has high hitpoints and defense but no offense against any enemy, except the castle gates.
etc etc
They will abide to the Henchmen Control of your Radar once the battle starts.
The defenders have a similiar skillbar with different skills though. Like for example instead of a Battering Ram, they get "Fortify Gate". Or "Block Passage".
Once the preperation time is up, the map gets reloaded with everyone spawning at their set locations. The agressors don't know how the defenders planned and vice versa. And now the players fight with their personal skillbar they decided to bring into the battle beforehand. What now starts is a massive battle of AI versus AI versus Player versus Player. To keep this fluently, the NPCs will use a somewhat low poly, low res model.
And once again there are several ways into the castle. Break the maingate? Enter through the hidden but visible for the defenders passage which leads through acidic water? Or just lumber that tree to let it fall into the wall and walk up.
And the defenders will of course also have a few things to do. Block the hidden passage? Or take care of the massive army storming the Gate?
Should the aggressors manage to get to the Throne Room, they win. Should the defenders manage to take out the players or hold out another 15 minutes they win.
The reward for winning is a special chest. This chest spawns one item for every person on the team. But, the loot it contains varies due to a certain factor. The amount of times you've won against other teams. If you take the chest, you're out of the castle and can't recapture it for 24 hours (account based) If you're kicked out by the enemy you can recapture it and try again.
Fighting another battle puts you at a disadvantage. For each player on your team, one "Siege Skill" is deactivated. There is also a maximum of 10 wins, until you're automatically out.
So this means.
You've just won the battle and enter the Throne Room for the first time.
The chest spawns 8 purple items. Ugh. You decide to leave the chest alone for now and start defending. 8 Full Siege Skills.
You easily kick their in the challenge. They lose so horribly it's just not funny anymore. You get another win. The chest now has a 50/50 Chance of a purple or a gold item dropping. Still meh. You take another shot. One siege skill gets deactivated.
You manage to kill the players in Siege Mode. You've won again. The chest will spawn a gold item. Great. But it could be a crappy one, tough luck, tough call. You go again. Two siege skills deactivated.
And like this, the content of the chest gets better and better each time you forfeit it's content. The ultimate challenge will then be to fight a 8 versus all battle against the whole army of the enemy. Well your only chance to win is to go for their player team.
And the content of the chest could be vanity items that only drop there. They get automatically assigned to your character, but you can chose the type of drop you want to get after your 7.th win. So it's like saying "I want a sword from the chest!". And the chest will spawn a sword for you, instantly binding it to you, naming it after your character and randomly assigning its mods (though they should by now never be useless). Another option could be an "Avatar Item". This item can't be sold either. And it's only working for a month after you've picked it up. It creates a 1.5 as large glowing Avatar of yourself. Just for show off that is :P
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