A sort of Moba style conquest map...

A sort of Moba style conquest map...

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Posted by: Ezrael.6859

Ezrael.6859

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.

A sort of Moba style conquest map...

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Posted by: DDog.4350

DDog.4350

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 and0 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.

This idea could be fun.
However, the fact that ur name is a reference to Ezreal (LoL, the most toxic community on the planet) i would say a Team-Deathmatch mode (similar to GvG, respawn at 2,4,6,8 etc min with a guild lord to slay) is something i would rather see then this, no offence :o

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Posted by: Ezrael.6859

Ezrael.6859

I used the name Ezrael for my Templar in EQ2 back in December 2004.

I’ve never even played LoL, just watched a tournament on Twitch once.

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Posted by: DDog.4350

DDog.4350

I used the name Ezrael for my Templar in EQ2 back in December 2004.

Long before LoL was even thought of, I’ve also never played that game, just watched a tournament on Twitch once.

Rofl, my mistake. I have seen players copy exact LoL names and all i can say is, id wish they never joined GW2. Anyway, the MOBA style conquest is not a bad idea at all, i just dont think it will fit in this game.

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Posted by: Breakin.2409

Breakin.2409

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 and0 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.

This idea could be fun.
However, the fact that ur name is a reference to Ezreal (LoL, the most toxic community on the planet) i would say a Team-Deathmatch mode (similar to GvG, respawn at 2,4,6,8 etc min with a guild lord to slay) is something i would rather see then this, no offence :o

Not possible with these respawn times, since there’s no dedicated healer in this game and targets die a lot faster. In matches like this there will only be tanky classes, i.e. rangers, elementalists and guardians.

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Posted by: Zinwrath.2049

Zinwrath.2049

Heres an easier solution. Take legacy of the foefire, which in its current design isnt super exciting compared to the other maps (minus the hated by many RotC) and design it so 3 waves of monsters pour out of each door then split and go towards the enemys gate running through each capture point to do so.

Monsters could be about as strong as the gaurds of the guild lord minus abilitys and speacial attacks.

The goal of the game can still be kill the enemy guild lord (which the units will try to pursue) but also conquest. Players could still strategicly backdoor to the guild lord.

Only issue is snowballing may cause it incredibly difficult to have a chance to come back after a team begins to get ahead.. You could counter this measure simply. When you control a point the enemy gets an extra NPC that heads down that path (slightly stronger than others).

Suddenly offencive high damage and AE spec players have a strong purpose to push waves off points. You can still backdoor a point but it may not be in your advantage always to do so (as you wont receave any kind of npc aid after capturing it untill the units you ran past died and now you have to fight a stronger than normal wave by yourself)

And very very simply you have a moba style conquest map.

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Posted by: GeoPro.7530

GeoPro.7530

I really like this idea but since things like the sharks annoy me so much, I don’t think I’d find it very fun. I hope i’m wrong though because it sounds like it would be pretty cool.

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Posted by: Ezrael.6859

Ezrael.6859

The NPCs would not attack players.

They are there to interact with the map’s secondary mechanic only.

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Posted by: Rengaru.4730

Rengaru.4730

There was a MOBA style arena during Helloween Mad King’s Day.

You just have to wait until next October :P