Server: Northern Shiverpeaks, Commander
Guild: Legends and Myth [Myth]
(edited by Actium.8765)
As we all know Commanders need work… as does the constant zerg fest most servers face.. So i have came up with some ideas that may help both. All maps will have a que system now with this new system. Such as Commanders queing for Offense, defense, supply, supreme, whichever. If there are already 4 commanders then try your luck elsewhere if you really want to lead. Now apon entering WvW you MUST choose out of 5 options: Offense, Defense, Supply, or Free Roam. Each has it’s own benifits.
Supreme Commander (Blue Commander Tag) – The overall Commander on the map. This player sacrifices his ability to play on the map and gain bonuses through conquests, defense, etc etc. This Commander gains bonuses for having the Missions he issues out to the various Commanders completed. He sets attack and rally waypoints for the Offense Commander, Defend/Build/Rally Waypoints for the Defense Commander, and then Waypoints for the Supply Commander telling him what place is in dire need of supplies. This commander will also have 5 Racial Skills to use on the map.
1) Bird Scouts – A type of radar system (5 min CD)
2) Legendary Defenders – Calls in 4 (killable) Champion NPCs to fght for the server (20 min CD)
3) Siege Brothers – Calls in Seigecrusher and Seigerazor to assault a heavily defned area of the map. (30 min CD
4) March – Calls on 20 NPC mist warriors to assault a fixed position on the map. (10 min CD)
5) Last Stand – Increases all players stats on the map by 40% for 30 seconds. (60 min CD)
Does not CD if Commander switches with another player.
(This Commander is only playable by the Commanders who have purchased the 100g Commandant Badge)
Offensive Commander (Red Commander Tag) – This Commander is, by default, the Attacker Commander. He leads the “zerg” to attack the Camps, Towers, Keeps, and Castle. His sole purpose to is to break through the enemy lines and capture the point. NOW, if the Supreme Commander has issued an Assault and Capture order of a tower and the tower is taken within 10 minutes then the reward xp/karma/money is enhanced by 60%.
The Offensive Commanders Squad will consist of 30 people TOTAL.
Defensive Commander (Green Commander Tag) – As we all know defending an objective is jokingly rewarded but with this new Commander system hopefully it will become the thing that everyone will want to do. BUT, just like the Offense Commanders Squad this one may only have 30 members in it.
You will have 30 members to defend all of your Towers, Keeps, and/or Castle (camps excluded. Job for supply commander). Now for the rewarding system for defending! For every 15 minutes you are in a Tower, Keep, and/or Castle you gain a reward of the usual xp/karma/money. But if you’re defending against the enemies’ army then that reward is doubled for every 5 minutes you hold it against the enemy.
So be prepared for the Defender Tenacity!!
(edited by Actium.8765)
Supply Commander (Yellow Commander Tag) – Now for the most unknown yet substantially important job! Dolyak walking! The Supply Commanders squad will consist of a small 10 man group for all camps and Dolyaks on the map. These select few would generally despise this job since the reward is, essentially, nonexistent. Or at least it used to be! Now, when a player from the Supply Commanders Squad is near a friendly Dolyak (in the blue circle around it) the Dolyak will move 50% faster, it will be invincible while he is around it (if he dies then the yak becomes vulnerable), the guards become 30% stronger. There is also the reward for walking Dolyaks now with the normal xp/money/karma
Now for a new twist! Supply Commanders and the Squad can run supplies to towers and drop them off (10 at any given time. But you may upgrade this with the Supply Mastery or with a guild buff to carry 15).
Also if the Squad manages to get a designated tower, tagged by the Supreme Commander, then the reward is increased by 50%
Free Roam – And now for the solo roamers. We can’t leave you out cause you make things interesting! Anyone may choose to just solo roam and do whatever they want, BUT, they will not benefit from the extra bonuses designated by the Supreme Commander.
Now I know how that sounds but listen to this! For every player character that you personally stake you are award a 1% increase to the rewards given. So let’s say that you just ran from Hills Keep to Bay Keep to help in the assault on it and on the way you killed 4 random players. You now have a 4% increase to any reward you may receive in this particular map until you log, are killed, or change maps.
There is a 15 person Limit to Free Roam though. If to many people choose this then it will just become another zerg and that is what I’m effectively trying to kill off right here aswell as revamp the Commander system.
I have other ideas about some things in WvW but in my opinion I think Skill lag and the Commander revamp takes priority over anything!
Let me know your thoughts below please. ?
(edited by Actium.8765)
Look, your idea won’t work. It’s just not conductive for good strategizing.
But you can salvage it and make it a gambit-like system instead, i.e. a player choses a gambit of defense, supply, etc. when they enter WvW, then they receive a bonus each time they defend a tower or escort a dolyak.
Also commander-specific skills/perks are a neat idea and definitely worth to look at.
I could do without zergless game play for sure. Is there honestly any reason for 10+ players to chase one person all the way across the map? Some servers sure feel the need to.
Out manned, out gunned, out of everything my server are the underdogs, a t8 server vs t3 (lol)
Maybe they should buff players who play solitary aswell, as to demote zergs and promote non-zerging. For example, players who have less than 5 other allied players in their vicinity get a bonus of 15% more damage, 15% extra crit chance, 50% magic find, 50% extra experience gain and 50% extra karma.
Any other ideas on this? I’d like to hear it
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