Concept Game Type: Keep Away
gameshoes3003
If you don't know what keep away is.. then I feel sorry for you...
Anyway, this game mode is a 4 teams of 6 people each game.
The goal... hold the "Item" (it can be a box, a ball, a boat, whatever) for 2 minutes.
All of the teams will spawn at a corner of the map and the item spawns in the center.
So the four teams brawl over each other to get the item.
When you get the item, the timer starts continually going to two minutes.
You kill the person with the item, you hold it, whatever Keep Away is pretty self-explanatory.
The teams will be resurrected every 30 seconds at their corners.
Now, you probably are thinking about a team of just runners and that's it.
Well, I got two options that can be implemented into the game.
Option 1:
If a team is to hold onto the item for 30 seconds and no other team has, the item returns to the center.
OR
Option 2:
Once a team has the item, all other teams are allied until the item is dropped.
Obviously the map will have to be small and hard for runner to get away with things such as ramps which runners can be easily snared on depending on the circumstances.
And so there's my "fun" idea.
Anyway, this game mode is a 4 teams of 6 people each game.
The goal... hold the "Item" (it can be a box, a ball, a boat, whatever) for 2 minutes.
All of the teams will spawn at a corner of the map and the item spawns in the center.
So the four teams brawl over each other to get the item.
When you get the item, the timer starts continually going to two minutes.
You kill the person with the item, you hold it, whatever Keep Away is pretty self-explanatory.
The teams will be resurrected every 30 seconds at their corners.
Now, you probably are thinking about a team of just runners and that's it.
Well, I got two options that can be implemented into the game.
Option 1:
If a team is to hold onto the item for 30 seconds and no other team has, the item returns to the center.
OR
Option 2:
Once a team has the item, all other teams are allied until the item is dropped.
Obviously the map will have to be small and hard for runner to get away with things such as ramps which runners can be easily snared on depending on the circumstances.
And so there's my "fun" idea.
OI-812
I like it. Not sure if it could ever be considered as a SERIOUS PvP event, but there's nothing wrong with having PvP just for the fun of it, nevermind titles and other such rot.
Curse You
It could technically be made into a HoH match type. They already have the set-up for it, and they seem to like having different match types randomly used in HoH.
Just put the item (likely a Relic) in the Altar. Of course, the Blue team would get the advantage (it is HoH), but it would be interesting.
Just put the item (likely a Relic) in the Altar. Of course, the Blue team would get the advantage (it is HoH), but it would be interesting.
genofreek
This sounds like fun. Especially on a small map, just imagine trying to run like hell with 18-ish people trying to catch you! One thing though, would carrying the bundle slow you down? Because that could get tricky with you using every available speed boost and still getting mobbed on all sides by three aggressive teams...
tenshi_strife
/signed this would be very weird lol.
gameshoes3003
I just thought of a nice strategy:
Spirit of Muddy Terrain + people with Siphon Speed or cripple.
Spirit of Muddy Terrain + people with Siphon Speed or cripple.
Diddy bow
/signed, but only as a dragon arena type thing as in just for fun ^^.
Master Ketsu
More balanced then killcount at least, but still vulnerable to plenty-o-gimmick's.
It would be fun to try it and see what the result is.
It would be fun to try it and see what the result is.
Hawkeye
Well unfortunately, in Guild Wars it is rather easy to avoid people if you make your build so. Examples of that are runners and builds for flag chasers. So in the end, you'd have a lot of people who don't know what the heck they're doing and just chase the guy who has the item. Only a few people would play it well, and those people would gain all the balthazaar points.
If the focus was a little more team-based, I'd probably go with it. Like what if instead of an item, the entire team had to be wiped out. For each second that the team survives, they gain points. Once they are killed, the team responsible for killing the most people (and if it is even, then go by who did the most damage) becomes the new team to gain points.
It'd sort of be a 'survival' hell, since they'd have to stay alive as long as they can against 2 teams.
If the focus was a little more team-based, I'd probably go with it. Like what if instead of an item, the entire team had to be wiped out. For each second that the team survives, they gain points. Once they are killed, the team responsible for killing the most people (and if it is even, then go by who did the most damage) becomes the new team to gain points.
It'd sort of be a 'survival' hell, since they'd have to stay alive as long as they can against 2 teams.
Curse You
Quote:
Originally Posted by Hawkeye
Well unfortunately, in Guild Wars it is rather easy to avoid people if you make your build so. Examples of that are runners and builds for flag chasers. So in the end, you'd have a lot of people who don't know what the heck they're doing and just chase the guy who has the item. Only a few people would play it well, and those people would gain all the balthazaar points.
If the focus was a little more team-based, I'd probably go with it. Like what if instead of an item, the entire team had to be wiped out. For each second that the team survives, they gain points. Once they are killed, the team responsible for killing the most people (and if it is even, then go by who did the most damage) becomes the new team to gain points. It'd sort of be a 'survival' hell, since they'd have to stay alive as long as they can against 2 teams. |
gameshoes3003
Quote:
Originally Posted by Hawkeye
Well unfortunately, in Guild Wars it is rather easy to avoid people if you make your build so. Examples of that are runners and builds for flag chasers. So in the end, you'd have a lot of people who don't know what the heck they're doing and just chase the guy who has the item. Only a few people would play it well, and those people would gain all the balthazaar points.
If the focus was a little more team-based, I'd probably go with it. Like what if instead of an item, the entire team had to be wiped out. For each second that the team survives, they gain points. Once they are killed, the team responsible for killing the most people (and if it is even, then go by who did the most damage) becomes the new team to gain points. It'd sort of be a 'survival' hell, since they'd have to stay alive as long as they can against 2 teams. |