Wondered what people thought of something like this.
3 Conquest points as normal, a middle one and two home points that are much closer to the home base than normal.
Each team has a base, in this base is a key structure that is destroyed to instantly win the game. (Could be something like a relic or precious statue).
The secondary mechanic is based around spawning NPCs that will run across the map from your base to the enemy base, to assault a gate and then assault the structure.
The NPCs will run from one base to the other around mid but not through it, the map should be built so that someone holding mid cannot also destroy the NPCs easily.
(Possibly via bridges). Imagine two lanes, each side’s NPCs use the one to their right.
The gate at the enemy base can only be damaged by the NPCs. They will do decent damage to the gate though, so that they can’t be ignored as the battle escalates.
Each base will spawn one NPC at the start, afterwards the NPCs will spawn based on holding points.
NPCs are spawned by controlling the points. (Numbers/Health/Run Speed to be determined better through testing and game timing).
NPCs spawn on the :00 and :30 second points through the game timer.
Holding your home point spawns one every 30s.
Holding middle spawns two every 30s.
Holding your enemies point spawns three every 30s.
The idea with this is that it’s a gamble to try and take the enemies point, but that leaves you much further from your own point and your base and much closer to the enemy base where they can re-group and counter quickly. Or take your point.
Still looks like just a bunker meta? Possibly…. so.
The NPCs can be attacked by players and killed on the way to the enemy base.
But will be immune to CC, and have a good amount of HP so that they don’t just drop too quickly and become pointless.
This provides a role for damage roamers – offensive and defensive.
But, we don’t want a one size fits all approach.
There should be at least two different types of NPC, one is immune to melee damage, one is immune to ranged damage. Requiring different weapons or different classes to take care of different things. This will promote team rotations or more diversity in weapon sets.
When the gate has been taken down by the NPCs the main structure can be attacked and destroyed.
Everyone can join in on this, NPCs and players resulting in a rush to destroy or counter it.
A brave side might not use everyone to counter a rush and could take advantage of open points to spawn many extra NPCs for their own counter-rush.
+ Possible addition to make sure that people don’t play too safe with mostly bunkers and little damage to deal with the NPCs.
~At timed intervals an extra wave of NPCs will spawn to help escalate the game.
~10 mins 3 spawn.
~5 mins 5 spawn.
I believe this type of map would really help to diversify the game play and move away from a bunker dominated meta. Mobility, damage and flexibility would be key.
Bunker teams could find themselves easily outmaneuvered as teams need to control points, defend their base from NPCs, defend their NPCs from players.
+ Possibly watch for the reinforcement spawn timer at 10 and 5 minutes.
It would allow many different styles of play and tactics to win.