If you haven't noticed, the 2 factions CM arenas show 1 important concept: imbalance makes for a relatively popular pvp arena. Jade quarry is balanced before you put in the 8v8 players; npcs are mostly identical, and the carriers have the same stupid AI. Fort aspenwood, on the other hand, is innately unbalanced with favor towards the luxons. So, why not have another arena where the innate unbalance is towards the kurzicks? Kurzicks were on defense for FA, let's put luxons on defense for a new map.
Using the example, Eternal Grove <=> FA, Gyala Hatchery <=> "new arena"
This arena would be an escort, similar to the Gyala Hatchery mission, where the luxons escort turtles to safety. However, it wouldn't make much sense to escort baby turtles, since that's redundant and would be extremely easy for kurz players to win. So, let's have the big turtles be transporting some generic, yet important, cargo.
The map layout
Essentially it's a gauntlet run. But in order to make this mission less like FA, the kurz players have to decide between fighting/slowing the turtle envoy, or running ahead and capturing blockage positions. The map could simply be a long straight path, or more winding, snake-like path (to give the kurz a movement advantage). Cliffs and barriers could also give more tactical variety.
NPCs
Npc balance is important (and needs to be adjusted from the FA npcs) as everyone should know that 4 luxon warriors can wipe out all of FA's kurz npcs. The kurz juggernauts should retain their 5 sec kd skill, as it would make sense for slowing the turtles. The exact roster of NPCs should be discussed.
Victory conditions
The simple conditions for victory for kurz is killing off the turtle envoy. The simple conditions for victory for lux is getting at least 1 turtle carrier to the escape point. If after a set amount of time (ie 10-15 min), a large kurz npc army should start their pursuit. This army should significantly tip the battle in favor of kurz. This would ensure a victor, in case both sides reach a stalemate.
(more to come, but feel free to start discussing)
new:
Lux envoy npcs: 1 carrier turtle (no attack skills, main target), 2 siege turtles, 4 monks (focused heavily on healing the turtles only), 4 lux wars (killed wars (original 4 only, not supply station) respawn after capturing a checkpoint).
Kurz army (10-15 min chasing): 2 wars, 4 rangers, 4 eles, 2 monks (respawn if wiped out)
Capture Points (AB-style cap points, ie capture by majority)
Blockade (typically in the middle of the road)
kurz control:
4 rangers
2 necros
1 monk
1 juggernaut
lux control:
"Charge!" for 10 sec applied on all lux upon capture
2 monks
Checkpoint (off on the side of the road)
kurz:
res shrine
2 eles
2 sins
+1 juggernaut moves towards and attacks the turtles (respawns here after 10 sec when killed)
lux:
res shrine
2 monks
2 rangers
Supply Station (well off the road)
kurz:
res shrine (if a closer res shrine is controlled, then this shrine becomes "inactive")
2 monks
lux:
+4 wars upon capture and run towards the turtles
1 ranger
New factions CM arena
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