break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
One thing that has bugged me about pvp, game modes specifically, is the limits on it. There are side objectives inside of conquest so not all maps are the exact same, but that can only go so far. Tdm asks for too much zerg and also limits many professions who arn’t as good as others in dueling. So, how about we take something from wvw and apply it to a new spvp game mode. I’m talking about, transport.
Map 1: The Frozen lake
Theme: Large frozen lake in the middle of a forest. While inside the forest, the screen is much darger and winds breeze through. While near the lake, the darkness goes away but thick snow blinds visibility to only a couple yards.
==Mechanics(offensive): Your goal is to stop any yaks from making it to the destination marks. You will not know where those marks are, so you must spread out and look for the defending team’s transport. You will need to kill the yak to stop it and force the other group to either revive the yak or if you stall long enough to reset at their spawn. Yak’s will respawn at the spawn pool after being downed for 20 seconds. Rally skills work and the yak has high health and toughness so watch out (it doesn’t attack though)
==Mechanics(defensive): First you start the yak up by using your action button (default F) to take it from the pen and removing it’s invulnerability. Then you must escort yaks to the destination points which are scattered across the map. The yak is “unstoppable” meaning it cannot be slowed knocked down/back or any cc skills(yak is unaffected by stealth). Through either the forest or risking the lake, you must get the most yaks to their spots in the time limit. Players press their action key (default F) to make the yak follow them. If the player the yak is following dies, it will stand still until another player commands it. The yak can be granted boons and healed but being an npc, will not use any portals near it. When the time limit is reached, both teams switch roles.
If there is a tie, a sudden death is started and 1 team at random is selected to escort 1 yak to a destination spot to determine the winner. Killing the yak in this sudden death means victory for the offensive.
Mechanics (Map): Various holes in the lake provide access underneath. In the water, players can set up an ambush (offensive) or scout underwater (defensive) to prevent an ambush. While on top of the lake, your visibility is limited and holding alt will only show enemies up to 1500 units away (out of stealth) but you can see to about 1800 units if you have a careful eye. In the forest however, there are bushes that provide stealth while inside(yaks do not gain stealth). If an enemy enters the same bush, you leave the bush, or you attack from the bush the stealth is immediatly removed and cannot be reapplied until out of combat. The idea is to set up an ambush or watch point. While out of combat, you can enter and re-enter bush stealth however many times you want but leaving will remove it still
(edited by NinjaEd.3946)
Map 2: The Deep Waters
Theme: Large open waters, taking place on boats. In risen territory, the boats above have no clue when to expect an attack.
Mechanics(Offensive): Stop the boat from reaching its destination. As a risen, you must decide when to emerge from the water and strike the enemy with your team split into 2 risen boats. When you emerge(all memebers on your boat must put a check mark up and in 10 seconds the majority vote wins), you have 15 seconds until you are within range to jump to the other ship and board it. When aboard, you must destroy 3 key points with orrian saplings (explosives) that you just use the action button (default F) to plant in 5 seconds(damage doesn’t interupt planting; takes 8 explosives to destroy each key point). The 3 key points are the mast, the wheel, and the supplie crates below. Once all 3 are gone, the offensive team wins. If you die, you can respawn on your risen boat. If your boat is dead, you must sit in queue for another risen boat to appear (1 minute after your boat dies).
Mechanics(defensive): Your team must keep the boat alive until it reaches it’s destination. There are cannons on the poop deck which can be used to sink the risen boats. The cannons are incapable of sinking the boat in 15 seconds but if fired constantly, can sink it in ~20 seconds stopping their spawn pool from that boat. Your spawn pool is on the bow (front) or the stern(back). Cannons cannot be destroyed however you must locate a pile of cannon balls to load the cannon (5 shots). Ally players not on the cannons can locate them and drop them near you if needed. After a time limit(5 minutes), if your boat is alive still, you win. Then the teams switch roles.
If both teams lose or both teams win on the defensive, a sudden death starts and both ships start within boarding distance. Jump aboard or defence (no cannons) and eliminate the enemy (no respawn). The team that comes out on top wins.
Fun. It’s like a spiced GW2 takeoff of TF2 Payload and/or Counter Strike. I support this idea.
I’ve posted this idea, but indirectaly, many times. I thank you for the support.
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