Let's hear some ideas for additional GvG games!
Here's mine. Feel free to expand on this one and suggest changes, in addition to posting your own game types.
Treasure Hunt
This idea was, obviously, pirate-inspired and is pretty simple. Two teams spawn in boats on opposite sides of a randomly chosen island map. Somewhere on the island (should it be in a random location?) is a treasure. Upon finding the treasure's location (it wouldn't be on the map, but the spot would be marked on the ground somehow) it would have to be dug up. Once in hand, the opposing team would see a message saying that the other team has found the treasure. The first team to get the treasure back to their boat with their entire team on board, and hold it there for a certain amount of time, wins.
An additional idea would be to add a dummy treasure. It's not buried, but otherwise looks exactly like the real one and still causes a "Team *blank* has the treasure!" message to be displayed. Once you have the dummy, your team recieves a message letting them know it's a fake. I don't know if this particular idea has actual merit, and would add anything to the game. Just seemed like something worth throwing out there.
Additional GvG types
Lunarhound
Lazarous
Keep Assault
Each team has a keep with 4 objectives in it. The central objective can only be accessed after the 3 outer objectives are destroyed. The outer objectives are in fairly defensible locations but cannot be healed. The objectives are spaced so that ranged attacks can only support each other if someone were to leave their defensive position. Err, stated another way - if max range for attacks is x, the objectives are spaced x+1 apart.
The game revolves around mounting effective offenses to destroy objectives while maintaining enough defense to stop the same happening to you. Splits up most 8v8 slugfests into smaller strike forces.
Laz
Each team has a keep with 4 objectives in it. The central objective can only be accessed after the 3 outer objectives are destroyed. The outer objectives are in fairly defensible locations but cannot be healed. The objectives are spaced so that ranged attacks can only support each other if someone were to leave their defensive position. Err, stated another way - if max range for attacks is x, the objectives are spaced x+1 apart.
The game revolves around mounting effective offenses to destroy objectives while maintaining enough defense to stop the same happening to you. Splits up most 8v8 slugfests into smaller strike forces.
Laz
Flame
I really like that Treasure idea, as it would actually give teams a reason to split up. In the current GvG system, if you send two people to follow one of the paths that doesn't lead to the objective, the other team will almost always take it over.
Another idea could be to have a fairly large map with a lot of trees, or other objects that severly hinder your view, in which there is an objective at the center that one team has to hold for a certain amount of time. Every player spawns in random locations along the edge. With this idea, a team has to either rush into the objective one-by-one, risking them losing it before they reach the winning time, or instead to wait and gather up at a distance to the objective, allowing the other team to get a more defensive position.
Another idea could be to have a fairly large map with a lot of trees, or other objects that severly hinder your view, in which there is an objective at the center that one team has to hold for a certain amount of time. Every player spawns in random locations along the edge. With this idea, a team has to either rush into the objective one-by-one, risking them losing it before they reach the winning time, or instead to wait and gather up at a distance to the objective, allowing the other team to get a more defensive position.
Bad_Monkey6186
Quote:
Originally Posted by Flame
I really like that Treasure idea, as it would actually give teams a reason to split up. In the current GvG system, if you send two people to follow one of the paths that doesn't lead to the objective, the other team will almost always take it over.
Another idea could be to have a fairly large map with a lot of trees, or other objects that severly hinder your view, in which there is an objective at the center that one team has to hold for a certain amount of time. Every player spawns in random locations along the edge. With this idea, a team has to either rush into the objective one-by-one, risking them losing it before they reach the winning time, or instead to wait and gather up at a distance to the objective, allowing the other team to get a more defensive position. |
I like the idea, but it means you'd have tohave the place in the middle be a big clearing or hill or something, and by that I mean no more trees, becaues that severely gimps range attacks due to interference. Still, like the idea though
Just to make a note, I'm still up for the duration matches where teams hold out against swarms of enemies.
Flame
Quote:
Originally Posted by Bad_Monkey6186
I like the idea, but it means you'd have tohave the place in the middle be a big clearing or hill or something, and by that I mean no more trees, becaues that severely gimps range attacks due to interference. Still, like the idea though
Just to make a note, I'm still up for the duration matches where teams hold out against swarms of enemies. |
Also, maybe a Conquest battle, with five or so objectives. There can be three on a relatively flat and open area, where each one is in a semi-spherical depression. Then, there can be sets of stairs that lead to a lower level that is like a mini-maze with the other objectives there. A team must capture all the points to win. While the higher level favors Rangers and Elementalists, the lower level will be primarily Warrior territory.
Vermilion Okeanos
how about not limit these to only GvG
treasure map sounds interesting... making a huge map that have a the treasure spawn somewhere randomly each round... making the team to go thru mobs of monsters while racing and fighting against the other team at the same time. Both being together and seperate would play their good and bad.
now I just hope those lucky people wouldnt get in the game and oops there is the the tresure =P
treasure map sounds interesting... making a huge map that have a the treasure spawn somewhere randomly each round... making the team to go thru mobs of monsters while racing and fighting against the other team at the same time. Both being together and seperate would play their good and bad.
now I just hope those lucky people wouldnt get in the game and oops there is the the tresure =P
Lunarhound
The reason I suggest GvG is that I'm sure that sort of mission will come up in PvE eventually anyway at some point, and the types of matches guilds can fight against each other are currently limited to... well... just one, as far as I'm aware.
Flame
Quote:
Originally Posted by Lunarhound
The reason I suggest GvG is that I'm sure that sort of mission will come up in PvE eventually anyway at some point, and the types of matches guilds can fight against each other are currently limited to... well... just one, as far as I'm aware.
|
Maybe there should be a straight Assualt type battle; one team is offense, one is defense. They have to defend multiple spots around an island, or multiple spots in a castle, while the other team has to destroy them in a certain amount of time. The teams get points depending on how much damage to each building they do, and after one round they switch sides. Whoever has more points at the end wins...
Weezer_Blue
You'd have to work on that treasure hunt idea - in an FPS, as soon as someone picks whatever it is that they're hunting up, you can blow their brains out. In guild wars, it's hard to kill people. They could just get a bunch of dodging stances and run for it as soon as they've found it with monk healing at their backs.
Extermination
First team to exterminate all enemy players wins. Each player has a set number of lives and will only come back to life by resurection by an allied monk if these run out.
King of the Hill
There is a large hill-based fortress in the center of the map (weather top from LOTR?) Whoever captures it first holds it until they are kicked out. When one team has held the Hill for XX minutes, that team is victorious. The hill can only be captured if you have 2 more players located in the area than the opposing team. If both teams are equal for XX seconds, the hill becomes neutral again. (Otherwise it's the first holder).
Capture the Flag
Inside your enemies' guild hall, there is a flag. Steal the flag and get it back to your hall/boat for a point. Match ends when one team has XX points.
Genocide
New name for current match style.
Demolition
Several different objectives to destroy. Repair and then use nearby siege weapons to destroy each objective. Each has XXXXX health or can be brought down with 3 shots from siege weapon. Repair kits are located within your base so that you must use them on your enemies (prevents enemies from taking the siege repair that's pointing at their base and hiding it).
Blood Match
Team with the most kills after XX minutes wins. Players resurect instantly after dying. Only kills in center region of map count. (Prevents you from camping the spawn and insta-killing 1 guy a thousand times for points cause his team is off doing something else).
Those are just some ideas that have worked very well for other games and I think they would work extremely well for Guild Wars.
Extermination
First team to exterminate all enemy players wins. Each player has a set number of lives and will only come back to life by resurection by an allied monk if these run out.
King of the Hill
There is a large hill-based fortress in the center of the map (weather top from LOTR?) Whoever captures it first holds it until they are kicked out. When one team has held the Hill for XX minutes, that team is victorious. The hill can only be captured if you have 2 more players located in the area than the opposing team. If both teams are equal for XX seconds, the hill becomes neutral again. (Otherwise it's the first holder).
Capture the Flag
Inside your enemies' guild hall, there is a flag. Steal the flag and get it back to your hall/boat for a point. Match ends when one team has XX points.
Genocide
New name for current match style.
Demolition
Several different objectives to destroy. Repair and then use nearby siege weapons to destroy each objective. Each has XXXXX health or can be brought down with 3 shots from siege weapon. Repair kits are located within your base so that you must use them on your enemies (prevents enemies from taking the siege repair that's pointing at their base and hiding it).
Blood Match
Team with the most kills after XX minutes wins. Players resurect instantly after dying. Only kills in center region of map count. (Prevents you from camping the spawn and insta-killing 1 guy a thousand times for points cause his team is off doing something else).
Those are just some ideas that have worked very well for other games and I think they would work extremely well for Guild Wars.
HotSnack
Battle Royale
A multi-guild match, teams are restricted to groups of 4 and are randomly placed on the map. Last guild standing wins, but the players' 'Ctrl' line of sight are restricted to about the size of the small circle on the radar. The maps will be quite large and be on the line of dense jungle islands or the catacombs, so teams must rely on their tracking/orienteering skills in order to gain the upper hand.
A multi-guild match, teams are restricted to groups of 4 and are randomly placed on the map. Last guild standing wins, but the players' 'Ctrl' line of sight are restricted to about the size of the small circle on the radar. The maps will be quite large and be on the line of dense jungle islands or the catacombs, so teams must rely on their tracking/orienteering skills in order to gain the upper hand.