I made this post a while ago on reddit, but i thought i’d share it here as well. I was thinking about how to best introduce a “capture the flag” game-mode and i want to see valid critisims and perhaps improvements to this idea, and perhaps maybe, since anet has expressed their interest in returning Team Death Match, that we may be able to work towards a Capture the Flag mode that’s fun. So here is my idea :
Capture the Flag
There should be two bases, with two entrances (Main entrance and secret backdoor entrance). Each base has a flag, and 2 buff nodes and 2 debuff nodes, one of each close to bases. There are no NPC’s, other than a One-Shot Sniper NPC that nukes anyone close to spawn.
Mechanics of the Flag
- Capturing the flag is difficult but should not be impossible. The idea is to make the flag easy enough, but hard enough to capture that it would require 2 defenders to prevent the flag from being capped by a single person.
- After claiming the flag, you will get an inherent -50% run speed. You can not be stealthed, and you can not be invulnerable with the flag. You are immune to CC’s like cripple/chill/immobilized and stuns.
- The flag is dropped 3 seconds after the player enters downstate.
- The idea is the flag will ultimately require 4 people to make a successful capture…3 people to defend, one to carry. This means that your base will have one defender for it’s flag, making it more vulnerable to enemy capture.
Now the buff/debuff nodes. These nodes provide boosts, or debuffs to the flag carriers. There are 4 nodes, 2 nodes per base, with 8 different buffs/debuffs that can trigger, on a cycle, so in order to get the same buff/debuff, you need to use the nodes 4 times in order to do so. (It could also just be random, which might be a better idea in terms of couterplay!)
The node spawns once every minute, and take a 3-5 second interruptable channeling time. These nodes are placed in close proximity to the bases, but are accessible by enemies. Only one buff and one debuff are allowed at any time per team.
Buffs
- Flag Carrier gains the ability to use skills while holding the flag. Skills that grant invulnerability or stealth fail. Lasts for 30 seconds.
- Flag Carrier when entering downstate will automatically revive with 50% health, and the flag will remain active. Lasts for 30 seconds. Effect ends when consumed.
- Flag Carrier pulses a radial aura (600 units) that sets foes on fire, causing 3 seconds of burn every pulse. This pulse also cleanses any CC effects currently on the carrier or their allies. pulses every second. Lasts for 30 seconds.
- Flag Carrier takes 90% reduced damage from conditions. Lasts for 30 seconds.
Debuffs
- Enemy Flag Carrier becomes prone to CC effects, and hindering conditions, including chill, crippling, and immobilized. Lasts 30 seconds
- Enemy Flag Carrier becomes a burden to their allies. boons turn into negative conditions within a 600 radius. Lasts 30 seconds.
- Enemy Flag Carriers lose control, turning on their allies, becoming foes. Lasts for 30 seconds.
- Enemy Flag Carriers gain a debuff that reduces endurance to 0. Lasts 30 seconds.
Anti-Turtle Mechanics
Now turtling is when basically a team captures one flag, and then for the remainder of the game the entire team remains in their base preventing the enemy from getting the flag. I believe their should be mechanic that discourages this. So for every person inside their own base, they gain a debuff that reduces stats by x% and for every person this percentage increases, so that if all 5 people are inside their base, total stats are reduced by 50% for example.
if that’s not feasible we can have the opposite effect, where the more enemies in the base, the more % stats they gain the more people there are inside. This way, making a push for the flag makes more sense against a comp that is turtling.
So that’s my idea. I really would like to hear some thoughts, and want to expand on this further if people think its a good idea.