Warning: My English may look weird. Please bear with it!
This is an idea for a DM mode that would fit the current state of sPvP.
I believe most of us must agree that Courtyard is a lackluster solution and I don’t think that this game mode should follow up that path.
In a quick note, the plan is to create a game mode that follow the same principles as the current Conquest mode, at the same time that focuses on fighting players instead of capping points.
Yet at the same time, rounds will still be decided by points.
The Map Design
The map follows the same map design as SMITE’s Arena mode. Arena net could always be creative with the vertical design but the idea must remain like this:
- Both bases must be on ground level.
- Players can leave and enter the base freely. Including enemys.
- The base must have some kind of system to punish enemys that enters the base, enough to keep then away from the starting point, to prevent camping, but still giving the option of someone diving in the base to finish that guy that decided to run away.
- Players won’t heal on base, but they can wait to reset. “Safely”.
- Instead of a jungle (or maybe it could be the jungle, who knows) every map must have some kind of “system” that affects the battle. Like Anet does on every map already. This will probably sound strange to some DM lovers, but I will explain below why its necessary.
- Possibly, every map may need a instant death method. Read here Lava, instant death falls, freeze to death…. anything.
The Game Mode
Here comes the fun part, this game mode would still maintain most of the core components on the conquest modes:
- It would be decided by points, not entirely on kills.
- It would still maintain the current builds divided on Bunkers, Hybrids and Roamers.
- Keeps the quick pace of conquest where people can’t simply sit on base. Nor has the needs of separating the fight on different rounds.
The score would work as follows:
1º Every Player outside the base would score 1 point per tick to the Team.
Regardless of what he is actually doing.
This comes the charm of this game mode, Survival is worth as much as mindless killing. Plus people builded to survive will have a role to keep a stream of points rolling. As well as keeping the team alive trough boons and etc or CCing the opponents.
2º Kills will score points. More points as the rounds advance
The kills are the main part of the game mode, and here I try to fix some problens with the current conquest mode as well.
Currently, if a team is losing from more than 100~150 points it become near impossible to change the results from the fight. Some maps do give some options but in a general way the results are boring and predicable. Which sucks for E-sports.
Killing on this game mode would give a small amount of points in the beggining of the round. (like 5 points). As the game advances tough, the amount of points per kill steadly raises, reaching a point where killing players greatly outshine the amount of points gained by staying alive. (like 30 to 40 points per finisher)
This adds a certain level of strategy to the game mode: Will you bring a bunker team to farm point slowly or will you risk some offensive attackers to farm points faster at the end?
This adds a bit more drama to the fight since even if the team reaches the end with less points, they could always go all-or-nothing and flip the results. Making the result more unpredictable and more reliable on the team strategy and skills.
3º players on base won’t grant points
Alas, dead players and people waiting on base to heal won’t grant any point to the team.
This means you can use the base to regroup, but the enemy team will farm points meanwhile you are doing it.
Nonetheless, at any given point of the game, killing players not only grants a bonus to the team, but also deny points as well.
4º The killing method awards different points:
Whats more exciting to the crowd? Someone dying in the middle of AoEs or someone Finishing a downed player in the middle of swords and fireballs?
Finishing people will always grant more points.
Other methods of killing is CCing someone to their deaths (like fall damage) and killing someone “naturally”. Each will give a different amount of points, where taking the risk will always grant more points. Or you can play safely and slowly and kill downed players from distance.