Cattlepult Mini-game

Cattlepult Mini-game

in Suggestions

Posted by: PCanineBrigade.4916

PCanineBrigade.4916

I saw an article just a while ago, which was about the LOLs in GW2, and I got this idea.

There will be 2 teams. The game will be held in Charr lands.

-The Hunter team will be in charge of the Cattlepult, with Mad Mardine as the instructor. The controls will be similar to catapults, hold to charge and launch/change the angle etc. The main objective is to destroy all the structures
Now, the amount of cows will be limited. The rest of the first team who isn’t on the Cattlepult will be in charge of hunting cows for launching.
They will also need to protect Mad Mardine from harm.

-The Protector team will be defending the structures which the cows will land on and destroy. Using the given skill bars which will block the shot. (Like Ele’s Swirling Wind)
There will be several Charr who are terrified of flying cows commenting on the situation. (Like the one in Charr Sire personal story and the one below Moorwatch Tower)
Those who failed to block the cow shot and got hit will instantly go into downed state.
The people who died will be reincanated as GHOST COWS. (Terrifying!) Their job is now to prevent the Hunter team from capturing more cows to launch their pults, and killing Mad Mardine.

Example skill bars:
Cattlepult
-Turn the Cattlepult to the left (Hold)
-Turn the Cattlepult to the right (Hold)
-Launch the cow (Hold)
-Launch a feint (Hold, 30 seconds cooldown)

Hunters
-Prod nearby cows toward the Cattlepult.
-Smack, attack a targeted foe.
-Twack, stun a hostile unit for 2 seconds. (15 seconds cooldown)
-Dispel, stun a ghost for 2 seconds. (30 seconds cooldown)
-Banish, kill a ghost. (3 seconds root+channeling, 60 seconds cooldown)

Protecters
-Swirling Wind (5 seconds duration, 20 seconds cooldown)
-Guard unit (3 seconds invulnerable, Root+Channeling, 60 seconds cooldown)

Ghost cows
-MoooOOOOOoo, inflict 1 seconds of fear to nearby hunters. (5 seconds cooldown)
-Beckon, beckons nearby cows to walk towards you. (10 seconds cooldown)
-Paralyze, stun the targeted hunter for 2 seconds. (30 seconds cooldown)
-Possess, gain control of a hunter’s body, becoming a hostile unit towards other hunters. (3 seconds root+channeling, 60 seconds cooldown)

Possessed Hunters
-Punch the target.
-Slap, damage and stun the target for 1 second. (5 seconds cooldown)
-Trample, damage and knockback foes in a line. (15 seconds cooldown)
-Rampage, charges into the target and knockdown nearby enemies for 2 seconds. (30 seconds cooldown)
-Self Destruct, destructs the body, causing knockdown to nearby enemies for 5 seconds and deals heavy damage. (3 seconds Root+Channeling) Will go back to being a ghost cow after 10 seconds.

Notes
If Possessed Hunters are killed normally, they will have to wait 60 seconds before going back to a ghost agian.
The Hunter team wins if all the structures are destroyed.
The Protector team wins if Mad Mardine is killed by Possessed Hunters or the time runs out.
Hunters can respawn. Time needed to wait will increase each time he dies, or can simply be resurrected by other hunters.
MM won’t actually die of course. He’s too awesome.

This is probably unbalanced in many ways but hey, it’s just an idea I had. :]

(edited by PCanineBrigade.4916)