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Thread: New CQ Idea.

  1. #1
    Shield of Telara Githil's Avatar
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    Default New CQ Idea.

    King of the Hill.

    One area with one place to keep control of. Who ever controls it gets a buff that gives them more marks/prestige/favor for kills. Runs for 3000 kills. Thing is, only 2 teams. This prevents a third team helping one team win. No un-necessary PvE functions, just killing and maintaining a central location for added currency.

  2. #2
    Soulwalker Nesiara's Avatar
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    Still sound better then SoI CQ :3

  3. #3
    Ascendant
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    Not rly, it will be another premade fest.
    PvP in RIFT is good only @forum.

  4. #4
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    Quote Originally Posted by Githil View Post
    King of the Hill.

    One area with one place to keep control of. Who ever controls it gets a buff that gives them more marks/prestige/favor for kills. Runs for 3000 kills. Thing is, only 2 teams. This prevents a third team helping one team win. No un-necessary PvE functions, just killing and maintaining a central location for added currency.
    Why only 2 teams? The reason that the current CQ maps have the "two teams fight, third team avoids PvP and wins" problem is that the objectives are spread out too far.

    If you only have a single objective to fight over, then having 3 teams is not a problem since all 3 teams will naturally attack the objective and it would be impossible to avoid PvP. Whichever team owns the objective will be double-teamed but that's OK, because the "third team in" will still have to actually kill players to capture the objective.

    Here's a better KoTH CQ idea:
    - 1 control point, 3 teams, each with a base on opposing sides of the control point (to "funnel" teams towards the objective).
    - The team that owns the control point earns points for every minute they control it: 20 for the first minute, 40 for the second minute, and so on.
    - The controlling team earns 1 point for every player the team kills (players killed in/near their own base do not count).
    - The controlling team earns double Favor/Prestige/Marks for every kill or CQ tick.
    - If your team does not own the control point, the team gets no points for player kills and the standard amount of Favor/Prestige/Marks.
    - When a team reaches (arbitrary point limit), the 5-minute timer starts. Once the timer starts, only the team that reached the point limit can respawn.
    - At the end of the 5-minute timer, whichever team controls the point wins. If the point is still contested, the match continues until a team captures it.

    It doesn't have to be a "hill" either... the Eye of Regulos in Stillmoor would be a dramatic place to attack and defend too.
    Last edited by ginc; 05-01-2014 at 10:16 AM.
    Garbageday - mediocre Cleric Tank / Raid Lead for -Vendetta- (Greybriar) - 4/4 Rhen of Fate, 4/5 Mount Sharax

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  5. #5
    Ascendant Lords0fpain's Avatar
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    Quote Originally Posted by AlwaysHealNeverDie View Post
    Not rly, it will be another premade fest.
    Think it spread them out, instead of 2 of the teams getting them and one PuG with the debacle we have now...
    "There are other aspects of the game that we want you to engage in."

    ~Daglar

  6. #6
    Shield of Telara Githil's Avatar
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    Quote Originally Posted by ginc View Post
    Why only 2 teams? The reason that the current CQ maps have the "two teams fight, third team avoids PvP and wins" problem is that the objectives are spread out too far.

    If you only have a single objective to fight over, then having 3 teams is not a problem since all 3 teams will naturally attack the objective and it would be impossible to avoid PvP. Whichever team owns the objective will be double-teamed but that's OK, because the "third team in" will still have to actually kill players to capture the objective.

    Here's a better KoTH CQ idea:
    - 1 control point, 3 teams, each with a base on opposing sides of the control point (to "funnel" teams towards the objective).
    - The team that owns the control point earns points for every minute they control it: 20 for the first minute, 40 for the second minute, and so on.
    - The controlling team earns 1 point for every player the team kills (players killed in/near their own base do not count).
    - The controlling team earns double Favor/Prestige/Marks for every kill or CQ tick.
    - If your team does not own the control point, the team gets no points for player kills and the standard amount of Favor/Prestige/Marks.
    - When a team reaches (arbitrary point limit), the 5-minute timer starts. Once the timer starts, only the team that reached the point limit can respawn.
    - At the end of the 5-minute timer, whichever team controls the point wins. If the point is still contested, the match continues until a team captures it.

    It doesn't have to be a "hill" either... the Eye of Regulos in Stillmoor would be a dramatic place to attack and defend too.
    I like it. The reason for only 2 teams is so you can't have two teams working together. In your scenario one team can control the middle and the other team can bottleneck the third team letting the first team win.

    But besides that I like it, I really just want a more PvP centric CQ with minimal PvE in it.

  7. #7
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    Yeah, in theory one team could "play defense" for another team in control of the hill, but not only would this be horribly ineffective in terms of actually trying to win, the team would have to travel further from their base and run around to the other side of the hill to do it.

    A leader trying to coordinate this tactic is going to be rightfully called out for being dumb and probably ignored, while a mindless zerg isn't going to take a longer path just to attack a different team. Left to their own devices, a zerg would just take the shortest path to the action: straight to the hill and attack anything in the way.

    The only scenario where it would be remotely profitable to do this is if one team is so dominant that the other 2 teams put together can't even get any kills... in that case you would attack the other team just to get favor/prestige/whatever.
    Last edited by ginc; 05-01-2014 at 12:22 PM.
    Garbageday - mediocre Cleric Tank / Raid Lead for -Vendetta- (Greybriar) - 4/4 Rhen of Fate, 4/5 Mount Sharax

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  8. #8
    Champion of Telara Aveleys's Avatar
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    great idea, cq is really lacking some zerging.

  9. #9
    Shield of Telara Githil's Avatar
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    Quote Originally Posted by Aveleys View Post
    great idea, cq is really lacking some zerging.
    What CQ is really lacking is actual PVP instead of all this PVE crap.

  10. #10
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    Quote Originally Posted by Aveleys View Post
    great idea, cq is really lacking some zerging.
    Zerging is a function of team size and not much else.

    Since there are no serious area denial abilities, the best tactic in large scale PvP if you actually want to kill players is safety in numbers. Smaller groups are only good for doing PvE objectives and get rolled by larger ones with no resistance.

    There are basically only 2 ways to reduce zerging in CQ:
    - Cap the team sizes. Maybe even consider capping team sizes at 20 and make it a Warfront instead.
    - Add some kind of area denial ability (an artillery strike / whatever) that could wipe out a concentrated cluster of players. It would obviously have to be limited to one per team and on a fairly long cooldown or something.
    Garbageday - mediocre Cleric Tank / Raid Lead for -Vendetta- (Greybriar) - 4/4 Rhen of Fate, 4/5 Mount Sharax

    GDAAAY NOOOOO

  11. #11
    Soulwalker
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    Default Capture the flag

    how about three factions have a flag or a crystal at each of the base one player picks up the flag the get a health boast like 1 million but there speed is reduced so the faction will have to protect it till they reach the middle but there will be like 3-5 extractor at different locations if these extractors are taken then the person carrying the flag will get a speed buff for as long as that faction controls the extractor. If the person drops the flag and its not picked up in 3-5 sec by the faction team mates or if an enemy faction picks it up it will be returned to the factions base or it could be that the enemy faction gains that flag but the person that picks up the flag gains the buff that slows him down. each team will have to get 3 flags or crystals to the middle but the kill count will also have to be increased as what most pvper like is the fun of killing other players but what this does is divide the group up a bit so you are not facing a full 60 VS 40 etc. as the team will have to get the extractors to speed up the flag carrier other wise the other two faction have a choice leave there flag in the base and go for the flag carrier on the field maybe steal it. so it creates not just 1 big battle in the middle but also battle during the taking or maybe stealing the flag/crystal to the field but also battles at the extractors.

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