Xel'Naga scouts in WvW
So the player is like moving sentry turret.
How about some kind of equipment which can be unequipped:
-Normal skills from 1 to 0 goes away
-Skill 1 scans and sends info about what the scout sees – only what is seen, not back side
-Skill 2 gives some invisibility
-Skill 3 gives some mobility
-Gives exp, and map chest if scouting long enough
-When unequipped, nearby enemies are notified
-After unequip the player should be unable to fight for 2 min
Last two are to prevent that the device is not used for the zerg mobility. The player may refresh sieges in that 2 mins, or just run with the zerg.
Hmm… it can be misused to earn the map chest. Exp and map chest should depend on the enemies seen and reported. Skilled scout sees more enemies before being killed
(edited by AnniMira.2506)
why not just add the sentry towers from eotm into wvw?
-When unequipped, nearby enemies are notified
-After unequip the player should be unable to fight for 2 min
Don’t think that’s enough to prevent your solution from being abused in an offensive manner. I.e. rather than for defense, the scout would just equip it to scout out the entire keep you are about to zerg down.
The scouting towers are also important because they would be a constantly roamer-battled over area of the map.
I like the core of your proposal though. Some siege/ability to make a player a high-value target, that the enemy knows about and tries to hunt down.
New siege weapon, works like traps, consumes 10 supply, replaces weapon 1-5 with new bundle 1-5
SPYGLASS
1-“what was that?”
allows you to check the status of nearby capturable points (i.e. see the health of walls and doors and living/dead guards
2-“who goes there?”
spots characters, prevents them from stealthing for x seconds
3-“We’re gonna need a bigger ram”
Mark siege equipment, marked equipment now appears on the minimap
4-“Shoot Heeeeeeeer”
marks a single player, they appear on the minimap for a short duration (low cooldown)
5-“Help!”
ground target, all enemy players in area are marked and appear on minimap for a short duration (long cooldown)
You could give xp and loot to people who mark siege/players that get destroyed, even create new missions for completing scouting tasks that involve the new siege. Or just something to make it lest of a punishment to scout.
EDIT
ohh, just had another idea. Or you could make it an item like the star of generosity. You double click an item, it eats 10 supply and pops out a spyglass with a limited duration for use, can only be created x amount of times per day.
(edited by Waterbear.2764)
Sentry turrets from EotM just does not fit to pure WvW. In EotM, they can be placed so that they cannot be detroyed – that is the problem with them in EotM. There would be unbreakable sentry turrets if that is the spirit.
why not just add the sentry towers from eotm into wvw?
Or why not make sentries act like the sentry towers. Sure they would be killed quickly by a zerg, but you would still see if there were 2, 10 or 20 attackers.
Would also be a valid tactic to send 1-3 people ahead to kill off the sentry, and more tactics is always good for the game.
crazy idea. add crossed, white swords to all tower/keeps when they are attacked
problem solved
Kodash
Stomp some Piken!
crazy idea. add crossed, white swords to all tower/keeps when they are attacked
problem solved
You mean like, immediately when they are attacked? Because with the current mechanic a T1/2 tower falls about when the swords first pop.
I’m all for player scouting, but I know it’s a kitten boring job most of the time.
crazy idea. add crossed, white swords to all tower/keeps when they are attacked
problem solved
You mean like, immediately when they are attacked? Because with the current mechanic a T1/2 tower falls about when the swords first pop.
I’m all for player scouting, but I know it’s a kitten boring job most of the time.
disable direkt dmg from weapon attacks on doors
Kodash
Stomp some Piken!
What about each location having scout posts around it, and each path several scouting posts?
Sentry posts would be upgraded to be scouting post too, but guarded by a sentry unlike the other posts.
Neutralizing and capturing an unguarded post would would take as much time as with ruins, but they would not become uncaptured over time like them.
Once captured, players will be able to build an automated defense thumper tower on unguarded posts by spending 10 supply. These towers will have more or less the same health as a battering ram and since they’ll be objects, they won’t heal over time. They’ll hit once every 2 seconds anyone inside an area a bit bigger than the capture area like a thumper turret. The hits can be dodged, and deal enough damage to take them about 15 hits to down a full defense-stat nomad-geared warrior. If the post is captured without destroying the thumper tower, the tower is also captured, but not healed.
Posts guarded by a sentry would work just like now, having to defeat the sentry and being faster to capture.
Only posts guarded by a sentry would take time to reset after being captured and they’ll give some score when captured. The unguarded posts will become vulnerable instantly and have no scoring and give no WvWXP.
When one of these posts is controlled by your world, it’ll produce a relatively small area around it that shows enemies that are not cloaked on map, this area would be a bit bigger if a thumper tower was built on the post.
If the nearest posts are also controlled, it’ll ‘connect’ to them so paths between them also show enemies on map.
And when they connect in a closed perimeter (eg.: 3 posts surrounding a tower, 5 posts surrounding a keep, 8 posts surrounding Stonemist) they would also reveal enemies within the entire area they draw.
If a world controls all posts, they’ll have a scouting net that covers most of the map, excepting several blind spots and anywhere near the world bases, so players can’t see from which those players are leaving.
That sounds like something that would make people spread a lot all over the map. We could use a bit more spreading a bit less zerging.
But the map population issue should be addressed first. Like allowing people to “guest” on worlds with their same color when their worlds are full, instead having to go to the Edge.