+ Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 15 of 21
Like Tree4Likes

Thread: Red vs Blue CQ Proposal W/Map

  1. #1
    Ascendant Wing man's Avatar
    Join Date
    Sep 2013
    Posts
    1,600

    Default Red vs Blue CQ Proposal W/Map

    Here is my idea for a Red vs Blue map laid out in CQ format that would make minimal code to get started and you can work the extras in later. There shall be NO NPCS in this version of CQ except for the Dragons, roaming guard patrols that spawn at portal camps, and guards within the capitals.

    Red vs Blue CQ Proposal W/Map-new-bitmap-image-3-.jpg

    The object of this scenario would be to eliminate the NPC "King" of the opponents capital city. Each side would start with an active controlled portal within their capital, and one outside it deep within enemy territory.

    The capital cities serve as the main respawn point for both teams, and controlled portals allow for fast movement around the map. The capitals are guarded by two layers of deadly NPC guards in which a secondary goal must first be accomplished before attempting the mail goal of going after the enemies throne room. To do this they must collect a special currency from their enemy player combatants called "skulls". They have no value outside this pvp scenario CQ instance except to be brought to that faction's own Dragon NPC. The Dragon NPC will add a layer of depth that should get everyone's mouth watering at the thought of how glorious this will be if you keep on reading. Enjoy

    An example of play would be that one player is caught alone by an assassin player and quickly dispatched. The assassin loots the defeated player's corpse and receives 1 [skull] item into a quest item slot. They stack to 99 but you can only collect 1 from each player once per corpse. Now between the real players at their capital, plus the two layers of npc guards (one in the city, one for the throne room) it should make it almost impossible for the red or blue team to stack a team and rush through it all ruining a match.

    This is where the Dragons come in. They are NPCs who sit waiting for their team to bring them [skull]s which are handed to a lesser npc just outside their anchor location. When they receive 2500 skulls from players the Dragon npc will make a /yell that is heard across the entire map announcing it is taking off. For the next 180 seconds it will fly over the enemies capital, and destroy the outer layer of NPCs in the city. During this time it will be chaos for that team allowing the faction who fed their dragon first an advantage. The dragon is killable but with the same hp and stats as the genuine raid boss itself making it a desirable goal to achieve for players to unleash upon their enemies.

    The counter to this tactic is for an opposing team to go to where the enemy npc dragon's location is on the map and slay it. If the Dragon is agro'd by the enemy faction the NPC that accepts the skulls (who is flagged invincible) disappears until the dragon is out of combat. A defeated dragon, defeated guards take 1 hour to respawn.This allows teams who put in the effort to use their, or eliminate the enemy Dragon plays a vital role in how the map plays out.

    This creates two games in one and gives you great value from the map. Matches will always begin with the red and blue teams devising plans on how they are going to take down the other team's dragon before it launches. While attacking the areas around each others dragons both teams will start building up [skull]s and turning them in. At turn in milestones such as 500/1000/1500/2000/2500 skulls the dragon will cast a 60 second buff on its team as a morale booster. When a team launches a dragon they can afford to push the enemies capital for the first time in the match and gain a big advantage. This will help prevent most matches from dragging out too long. After a dragon is launched a 1h respawn starts where it won't accept skulls but players can still loot them from the enemy.

    The second scenario will be after one team has sent their dragon and it has killed that first layer of guards, is to use that 1 hour window to secure portals in order to have the quickest path to send reinforcements from their own capital's portal. Once establishing a foothold, red vs blue would conclude in one of the faction's own throne rooms where the king battle would take place. The king would drop loot, along with the Dragons, giving pvper's rewards for participating during critical stages of the map's overall progression. When a player jumps in during the middle and notices the overall battle is a dragon push, they will be more likely to stick around for a chance at some loot . Same goes for a king kill. Hopefully it would encourage as many players to participate as possible so one team doesn't feel overwhelmed by the other too much.

    Last but not least there's the logistics side of the map involving the quick travel portals. These would trade hands constantly during the scenario with the enemy faction needing only to destroy and replace the source stone tied to the portal in order to control it. Portals would spawn 1 patrol of minor guards upon completion of a new stone. There is also an underground tunnel that doesn't have to be physically constructed by devs. Simply have a small cave entrance with a portal hooked to it and the other end. This way there's lots of options for how players get around the map without feeling too far from the action.

    If you made it this far, I'm glad you'll give it some serious thought.
    This has pure win written all over it.

  2. #2
    Telaran tuhka's Avatar
    Join Date
    Dec 2011
    Posts
    81

    Default

    Awesome idea.
    Enjoycheapbeer P80 rogue


  3. #3
    Rift Chaser Xnats's Avatar
    Join Date
    Jul 2012
    Posts
    323

    Default

    Mmmmmmmm, that would be fun. But are there enough players in game. Seems like you would need 5 full raids per side to have active Divisions holding ground and taking objectives(Lord I can see Exxy*,already). One raid each side would be pretty much 2v2 all over the map.
    Corinze@Wolfsbane

  4. #4
    Ascendant Fragasm's Avatar
    Join Date
    Dec 2010
    Location
    Saint Paul, MN
    Posts
    3,124

    Default

    There would't be enough people for it, but otherwise it'd be amazing.
    The only way that someone from Cluster 2 is actually as bad as you all say is if they started playing this game in 2.3 (Free to Play launch).

    Proud officer and Mage class lead of <Zombies>

  5. #5
    Ascendant Wing man's Avatar
    Join Date
    Sep 2013
    Posts
    1,600

    Default

    Quote Originally Posted by Fragasm View Post
    There would't be enough people for it, but otherwise it'd be amazing.
    Maybe just amazing enough to bring people back to fill it, especially if Trion makes the (1 purple deeps lockbox) Dragon and (1 orange deeps lockbox) King loot drop to everyone who got a piece of them before they went down. That would be more than enough motivation to even get the pve crowd participating.

  6. #6
    Ascendant Fragasm's Avatar
    Join Date
    Dec 2010
    Location
    Saint Paul, MN
    Posts
    3,124

    Default

    Yeah, maybe. But I doubt Trion is gonna do this, look how long it took to get our new CQ!!
    The only way that someone from Cluster 2 is actually as bad as you all say is if they started playing this game in 2.3 (Free to Play launch).

    Proud officer and Mage class lead of <Zombies>

  7. #7
    Ascendant Wing man's Avatar
    Join Date
    Sep 2013
    Posts
    1,600

    Default

    Quote Originally Posted by Fragasm View Post
    Yeah, maybe. But I doubt Trion is gonna do this, look how long it took to get our new CQ!!
    They don't have to roll it out all at once. Have it begin Dec - Feb. First just get the map up with the capital guards tweaked, npcs cleared out, and king with a loot table. Next activate the portals, and add the tunnel on the western sides of the map while balancing unforseen issues with stage one in the project. Finally add the dragons with loot tables and ability to loot skulls from other players adding depth to the map's play.

  8. #8
    Plane Walker evelen's Avatar
    Join Date
    Mar 2013
    Posts
    409

    Default

    Quote Originally Posted by Wing man View Post
    Here is my idea for a Red vs Blue map laid out in CQ format that would make minimal code to get started and you can work the extras in later. There shall be NO NPCS in this version of CQ except for the Dragons, roaming guard patrols that spawn at portal camps, and guards within the capitals.

    Attachment 15437

    The object of this scenario would be to eliminate the NPC "King" of the opponents capital city. Each side would start with an active controlled portal within their capital, and one outside it deep within enemy territory.

    The capital cities serve as the main respawn point for both teams, and controlled portals allow for fast movement around the map. The capitals are guarded by two layers of deadly NPC guards in which a secondary goal must first be accomplished before attempting the mail goal of going after the enemies throne room. To do this they must collect a special currency from their enemy player combatants called "skulls". They have no value outside this pvp scenario CQ instance except to be brought to that faction's own Dragon NPC. The Dragon NPC will add a layer of depth that should get everyone's mouth watering at the thought of how glorious this will be if you keep on reading. Enjoy

    An example of play would be that one player is caught alone by an assassin player and quickly dispatched. The assassin loots the defeated player's corpse and receives 1 [skull] item into a quest item slot. They stack to 99 but you can only collect 1 from each player once per corpse. Now between the real players at their capital, plus the two layers of npc guards (one in the city, one for the throne room) it should make it almost impossible for the red or blue team to stack a team and rush through it all ruining a match.

    This is where the Dragons come in. They are NPCs who sit waiting for their team to bring them [skull]s which are handed to a lesser npc just outside their anchor location. When they receive 2500 skulls from players the Dragon npc will make a /yell that is heard across the entire map announcing it is taking off. For the next 180 seconds it will fly over the enemies capital, and destroy the outer layer of NPCs in the city. During this time it will be chaos for that team allowing the faction who fed their dragon first an advantage. The dragon is killable but with the same hp and stats as the genuine raid boss itself making it a desirable goal to achieve for players to unleash upon their enemies.

    The counter to this tactic is for an opposing team to go to where the enemy npc dragon's location is on the map and slay it. If the Dragon is agro'd by the enemy faction the NPC that accepts the skulls (who is flagged invincible) disappears until the dragon is out of combat. A defeated dragon, defeated guards take 1 hour to respawn.This allows teams who put in the effort to use their, or eliminate the enemy Dragon plays a vital role in how the map plays out.

    This creates two games in one and gives you great value from the map. Matches will always begin with the red and blue teams devising plans on how they are going to take down the other team's dragon before it launches. While attacking the areas around each others dragons both teams will start building up [skull]s and turning them in. At turn in milestones such as 500/1000/1500/2000/2500 skulls the dragon will cast a 60 second buff on its team as a morale booster. When a team launches a dragon they can afford to push the enemies capital for the first time in the match and gain a big advantage. This will help prevent most matches from dragging out too long. After a dragon is launched a 1h respawn starts where it won't accept skulls but players can still loot them from the enemy.

    The second scenario will be after one team has sent their dragon and it has killed that first layer of guards, is to use that 1 hour window to secure portals in order to have the quickest path to send reinforcements from their own capital's portal. Once establishing a foothold, red vs blue would conclude in one of the faction's own throne rooms where the king battle would take place. The king would drop loot, along with the Dragons, giving pvper's rewards for participating during critical stages of the map's overall progression. When a player jumps in during the middle and notices the overall battle is a dragon push, they will be more likely to stick around for a chance at some loot . Same goes for a king kill. Hopefully it would encourage as many players to participate as possible so one team doesn't feel overwhelmed by the other too much.

    Last but not least there's the logistics side of the map involving the quick travel portals. These would trade hands constantly during the scenario with the enemy faction needing only to destroy and replace the source stone tied to the portal in order to control it. Portals would spawn 1 patrol of minor guards upon completion of a new stone. There is also an underground tunnel that doesn't have to be physically constructed by devs. Simply have a small cave entrance with a portal hooked to it and the other end. This way there's lots of options for how players get around the map without feeling too far from the action.

    If you made it this far, I'm glad you'll give it some serious thought.
    This has pure win written all over it.
    this^this^this^this^this^this^this^this^
    Dogkin@seastone<the cult> - RIP <wipe>
    Dogkin@vigil <Dawn of Terror>
    Quote Originally Posted by Wing man View Post
    Women in pvp are a rare breed compared to your average soccer mom grinding mats for her children.

  9. #9
    Ascendant Landstalker's Avatar
    Join Date
    Jun 2011
    Posts
    2,247

    Default

    Sounds awesome they should def do this. Id add a que mercenary faction tho. Allow for premades to que a third faction called mercenary with some kind of insane badly position and insane achievements but awesome fluff rewards for completing.
    Landslide - Greybriar. ( Vendetta )
    (\_xxLand_/)
    RIP RatedX. >.<!

  10. #10
    Ascendant spaceboots's Avatar
    Join Date
    Mar 2011
    Posts
    5,760

    Default

    sanctum OP

  11. #11
    Plane Touched Nakotix's Avatar
    Join Date
    Feb 2011
    Posts
    222

    Default

    Quote Originally Posted by spaceboots View Post
    sanctum OP
    Haha yea, But I'm sure if they did ever do something like this they could work the quarks out of it. (maybe, track record an't great lol)

    I would love something on this scale and actually had some proper objectives to do.
    Actually you probably get a lot of the PVE guys in on this also.

    +1

  12. #12
    Ascendant Wing man's Avatar
    Join Date
    Sep 2013
    Posts
    1,600

    Default

    Lets hear some ideas from you guys about what role the Lighthouse should play on this map.

    How about a 5% damage/healing/movement speed buff to the side that controls it? Upon being controlled by a faction it would spawn its own guards in the tower with a champion npc among them. It should take a full raid worth to clear the 4 tower guards and the boss, withstanding the harassment of any other player characters from the enemy side who want to interfere. When the champion dies ownership changes faction along with the buff.

  13. #13
    Ascendant Wing man's Avatar
    Join Date
    Sep 2013
    Posts
    1,600

    Default

    New map based on sanctum is OP comment from the peanut gallery.

    Red vs Blue CQ Proposal W/Map-new-bitmap-image-3-copy.jpg

  14. #14
    Shadowlander
    Join Date
    Sep 2013
    Posts
    43

    Default

    This game has so much win in it for pvp, if they would just step up and do something. There is no other game atm that Ive played that has decent pvp. I mean wow had ok pvp but it got old fast.

    I miss me some Daoc I hope I dont have to wait for unchained for good pvp and thats not a for sure thing there, look how hard warhammer floped I think they will have to add some pve like daoc had, a total all out pvp mmo will not work imho. I could be wrong as I think there are alot of pvp'rs foaming at the mouth for some decent pvp and rift could have it!

    Ive been playing d2 with a friend havnt played rift in a month

  15. #15
    Shadowlander
    Join Date
    Sep 2013
    Posts
    43

    Default

    Forgot to add

    This wont happen, this is what they should be working on tho! Not some 5 on 5 that 20 people will be waving their slongs in the air about they are ranked #1

+ Reply to Thread
Page 1 of 2 1 2 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts