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Thread: New Warfront Ideas

  1. #1
    Plane Touched
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    Default New Warfront Ideas

    Here are some ideas for different kinds of Warfronts that I would personally love to see. Most are adapted from FPS games, but would work in an MMO environment if done well.


    Ruins of Telara'nor - This is a 15 vs 15 game. The objective is to get points, by killing enemy players. At level 10-49 each kill awards 1 point. The match is over when a team acrues 50 points, or 15 minutes elapses, whichever occurs first. If the time runs out the team with the most points wins. At level 50, points are awarded equal to the prestige rank of the enemy killed, with 200 points required to win a point victory. When a player dies, they get a debuff for sixty seconds that reduces the amount awarded to 0, which eliminates the strategic advantage of repeatedly killing weaker opponents, other than eliminating them as a potential threat (e.g. healers). It also makes high ranking enemy players a very juicy target.

    The terrain would be a sprawling, multi-level labyrinth of columns, and ruined buildings that offers a mix of open ground and closed structures, giving melee and ranged different terrain advantages. For example, ranged could go into a "room" that overlooks an expanse below, giving them tactical high ground, while a melee can close on them from their flank, enter the room, and take advantage of the confined space. Open areas should have plenty of columns to use for evading line of sight. Make it a very tactical map, where position and movement through the map is key (kind of like some FPS games).


    Tournament of Blood - This is a free-for-all game. No teams. No rules. Just 10 players and absolute chaos. The match goes for 15 minutes, or until a player gets 30 killing blows, whichever comes first. If the time expires, whoever has the most killing blows by the end wins. Players spawn inside tents when they die. There they can rebuff as needed. To leave, they click on the door, which places them next to a random tent. The terrain would be a medieval "tournament" style grounds, complete with tents, stands, etc.


    Last Man Standing - This is a 10 vs 10 game. The objective is to kill every person on the opposing team. When you die, you can be rezzed, but cannot respawn. Once a team is killed, both teams reset and you go at it again. Each "round" has a maximum time limit of 5 minutes. If the time limit elapses, the team with the most living players wins. Alternatively, there are five relics in the center of the map. A team who activates all five relics wins the round (prevents one side from doing nothing and drawing the game out). The first team to win 3 rounds wins the game.


    Gauntlet of Flame - This is a variation on the daily quest in Sanctum where you run around the city. Rather than running around Sanctum, you run around a larger, much more dangerous obstacle course. The obstacle course has checkpoints, and various ground effects which include the following: Run speed boost, snare, root, knockback immunity, damage immunity, healing, etc. It also has sheer drop-offs, pools of lava, and other environmental dangers that can be exploited by players.

    Each team has 10 players. Players spawn in pairs at one of five checkpoints, such that you have a defiant and guardian member competing against each other at the start of the game. Characters are placed by prestige rank in ascending order, so higher ranked players are placed before lower ranked players on the field. When the game starts players run around the map, trying to complete laps (a lap defined as completeing 5 consecutive checkpoints). The enemy can harass them every step of the way. Depending on the active ground effect, however, it may require different tactics.

    For example, the immunity buff gives the character 100% immunity from player attacks, but they can still die to environmental dangers. Another ground effect could give a knockback effect. So one player could grab that, and kick the immune player into a vat of fire. If a player dies, they respawn at the last checkpoint. At some point the field will become staggered, and two-to-one or larger battles will ensue, which is where it will get really fun.

    The first team to complete a combined 40 laps (200 checkpoints) wins.


    Demolition - Each team has three objectives they have to defend. As the enemy, you want to destroy those objectives, while defending your own. There are multiple rounds. Each round lasts five minutes, or until one team fails to defend all three of their objectives. The team with the most objectives unscathed at the end of the round wins. The first team with two points wins. In the event of a tie after the third round, the first team with a point advantage wins, with each round now lasting two minutes.


    Failing that, anything that shakes up the traditional MMO mold and does NOT include mobs or vehicles. Please leave the PVE out.

  2. #2
    Ascendant Violacea's Avatar
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    Heh, the first 3 are rule sets of 3 of the most popular Quake 3 mods. Sup MMO FPS.

    Not saying it's bad though, FPS are all about PvP when it boils down to it. I wish they would borrow more ideas from FPS. CTF is kind of good but loses some element in an MMO imo.

    To amend the last man standing, to not make classes without Rezzes OP in such a scenario (I mean, if you had a team with almost no rezzers, you are at pure disadvantage), you could make it like most popular FPS "freeze tag" mods. When you 'kill' the person they become frozen, and you can unfreeze them in you stand by them for ~4s. In Rift they could make it like capturing a flag point to 'unfreeze' someone but whoever gets their whole team frozen first ends up losing. It is a really fun ruleset to play.
    Last edited by Violacea; 09-21-2011 at 04:44 PM.

  3. #3
    Shield of Telara baph's Avatar
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    They all have my vote.

  4. #4
    Ascendant Violacea's Avatar
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    I vote for guantlet of flame WF if we get red shells, stars and lightning bolts.

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