Game Mode "Tug of War"
Another modality where everyone would focus more on be tanky. There will not be kill/death at all. Just build that can push/launch enemies away from the capture point zone and build that can give stability and maybe someone that can boonstrip. Could be fun or not, but there will not be any kill. Only tanky spec that try to push away enemies
I think this could be interesting as a secondary mechanic but with Stronghold as it is I don’t think we need more maps with different primary mechanics.
Sounds like a good idea but it needs some secondary objective that can help stop snowball effects. Otherwise one team would start winning and it would be virtually impossible to turn the tug around if it was already 3/4ths of the way in one direction mainly because it would be one big team fight that was the same team fight the entire game. Most of the time in a situation like this, the dominant team becomes clear quite quickly.
Maybe shrines could pop that:
- Slow down enemy team’s tug speed
- Launch a skyhammer’ish effect that deals a lot of DPS to the enemy team
- Main shrine that actually resets position of tug to middle start point
- ect.. ect..
Should also make player kills give a good burst in to your team’s direction. Just to promote DPS builds rather than bunky CC builds.
This idea is a better alternative to death match though.
Sounds like a good idea but it needs some secondary objective that can help stop snowball effects. Otherwise one team would start winning and it would be virtually impossible to turn the tug around if it was already 3/4ths of the way in one direction mainly because it would be one big team fight that was the same team fight the entire game. Most of the time in a situation like this, the dominant team becomes clear quite quickly.
Maybe shrines could pop that:
- Slow down enemy team’s tug speed
- Launch a skyhammer’ish effect that deals a lot of DPS to the enemy team
- Main shrine that actually resets position of tug to middle start point
- ect.. ect..
Should also make player kills give a good burst in to your team’s direction. Just to promote DPS builds rather than bunky CC builds.
This idea is a better alternative to death match though.
So yeah, no doubt it could do with some fleshing out. Either way you’re right, it’s a far better alternative to straight out death match.
maybe a push of war mode using current conquest maps ?
i.e. you must capture your home point before you can neutralize or capture middle point, and you must capture both middle and home before you can neutralize or capture far point.
maybe a push of war mode using current conquest maps ?
i.e. you must capture your home point before you can neutralize or capture middle point, and you must capture both middle and home before you can neutralize or capture far point.
This sounds like conquest 2.0. Only a mechanical difference. It’d probably play out the same way it does now (more or less) but with less ability to alter the flow of a match. The game would probably be over once mid was captured (no point to push far). Mostly, there’s no difference in victory conditions (I assume first to 500). If it’s “cap all three points and hold for X” then that might be a little different, but I wonder if by that point a game wouldn’t just stall out anyway (it’s a long push back over three whole points).
That said, it’d certainly allow for a “forfeit” condition built in to the mechanics! XD
An interesting idea. Have you played SMITE? There’s a mode where both teams are in an arena, and the goal is to get x amount of tickets. You get (Or is get rid of? Can’t remember =P) tickets by making sure your NPCs run into the goal at the enemy team’s side of the map.
You also get tickets from killing enemy players, but the main focus is to have your NPCs run into the enemy goal. I know it’s having a bit of PvE, by having NPCs running in, but it’s quite fun in SMITE and staying alive is crucial, as you need as many players as possible to prevent the enemy team from getting their NPCs to your goal.
I know it sounds similar to Stronghold, but there’s no enemy lord to kill, or doors to break. It’s just a small arena, with NPCs running from 1 side to the other and the 2 teams fighting. There’s a few walls at the side of the arena, and some buffs that spawn if you kill an enemy that appears too.
Perhaps something like that could be put into your tug of war idea?
(edited by Zynt.5769)
An interesting idea. Have you played SMITE? There’s a mode where both teams are in an arena, and the goal is to get x amount of tickets. You get (Or is get rid of? Can’t remember =P) tickets by making sure your NPCs run into the goal at the enemy team’s side of the map.
You also get tickets from killing enemy players, but the main focus is to have your NPCs run into the enemy goal. I know it’s having a bit of PvE, by having NPCs running in, but it’s quite fun in SMITE and staying alive is crucial, as you need as many players as possible to prevent the enemy team from getting their NPCs to your goal.
I know it sounds similar to Stronghold, but there’s no enemy lord to kill, or doors to break. It’s just a small arena, with NPCs running from 1 side to the other and the 2 teams fighting. There’s a few walls at the side of the arena, and some buffs that spawn if you kill an enemy that appears too.
Perhaps something like that could be put into your tug of war idea?
Tug of War + Bullrush?
Sounds like the game mode should be called Childhood Nostalgia.
XD
I want a game mode much more like GW1’s Fort Aspenwood… I know stronhold is kind of like it, but in all reality stronghold is much like the guild arenas in GW1…
Fort Aspenwood and Jade Quarry game modes were fun as hell.