Right now it’s all about capping and holding points, favouring techniques where you just keep your enemies at bay, or stand on a point like a statue. It’s fun, but having 25 maps on this basis just gets you after a while. So I suggest some alternatives:
The Pit
An open area with some trap-like mechanics, focus is on killing and surviving the traps.
1. Every kill is worth 10p+5 for involved allies
2. A player who kills consecutively without dying will both be worth more points to the enemy, but also makes more points.
3. A person who dies consecutively becomes worth less points.
The Quarry
Players start at the outside of an arena and must escort an Ettin or a giant Turtle to the center to collect Jade and escort it back to the drop point. You can earn 50p each succesfull escort, 5p for player kills, and you can slow the enemy’s carrier down by killing it (when it’s health hits zero, it stops walking and recovers for 15 seconds)
king of the hill
A single point in the centre where accumulative presence is rewarded.
Every 5 seconds points are awarded for every live person present on the field.
1pl = 1p
2pl = 3p
3pl = 6p
4pl = 10p
5pl = 15p
There will be buff fields that can be captured on the border of the arena. Getting these buffs will make it easier to keep the enemy of the centre, but in exchange, you’re not on the centre yourself while capturing a field.
Save the King
Fight your way to the enemy base, resurrect your king, and escort him back to your base. The king stops moving when:
1. there is no allies player nearby, or 3 or more enemies
2. It’s breakbar is broken
3. when it falls into a trap placed by an enemy
The battle ends when a king returns safely to his own home, or when 12 minutes are past, the radius distance between the king and his home-field is calculated.