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Thoughts for WvWvW

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Posted by: Radios.6950

Radios.6950

Re-posting this in the proper forum:

Below is a very rough bit of brainstorming I was doing while W3 this weekend…added kitten with the arrows showing the below ideas..

Change the EB “server name” Hills camps to attackable outposts. Create a “passage” between the EB Hills outpost and that server’s Borderlands. The only way into an enemy Borderlands is to take the EB Hills outpost. Think about the movie 300…if you can not hold the Hills Outpost due to overwhelming forces, fall back and defend the passage…perhaps wth ballistas and ac ?

The end of the passage is at Champions Demise on that servers Borderlands map. It allows entrance into the enemy border via the 2 rivers on each side of the island or over the island route itself.

Change the enemy Border Outposts on the Borderlands into attackable Outposts as well. Allow them to upgrade and create WP. These can be captured and become FOBs for the enemy.Once a WP is built, it can only be used to fast travel on that map, not between maps. This means that the enemy has to leave a force behind to keep the passage open.

Heck you could even add in a new Orb/Relic system at the end of the map opposite of the Champions Demis entrance. The invading realms would need to work their way up the map, securing certain key areas to “unlock” access to the shrine. Then they would have to carry the Orb/Relic all the way back to their Borderlands shrine. Speed boosts are disabled in X amount of radius from the Orb/Relic.

I would also change the scoring to a additive/subtractive system vice a culmative system. Player kills add to the count, yak kills add to the count, tower/keep/outpost captures add to the count. Losing these subract from the count, expect player kills.This could help balance everything out so that out-covered servers can still have a fighting chance instead of being out the race after the weekend.

Pros:
- Helps outmanned servers focus forces.
- makes defending your homeland mean potentially mean something.
- introduces a new suite of tactics. Such as leaving players behind to keep the passage open. Defending the passage, as the defending realm can cut off reinforcements by recapturing the passage/Hills outpost.
- may help even out stacked servers as people will get tired of the queues.
- makes Orbs/Relic captures actually mean you accomplished something.

Cons:
- probably not easy to implement at this point
- will create even more queues as everyone is forced to load into EB to start.Unless they increase the pop caps on EB….of course that comes with the con of lag/latency.
- Stonemist ??
- may trivialize the other towers as enemies will just mount offesives against the EB Hills outposts. May have to make taking EB Hills harder then SM or Garrisons.

Thoughts:
- EB Hills Outposts can be defended from the Keeps. Makes holding them even more important.
- since there is no fast travel to enemy Borderlands, taking and holding towers, outposts and even supply camps are even more important. If the invaders run out of siege, they are forced to take and hold camps to create pools of supply at towers.
- invaders could capture and hold the keeps outside of the EB Hills and setup a WP to create a steady stream of fast traveling reinforcements that may be hard to overcome for a defending realm.
- Where would a realm that has had everything captured port into EB? or would they even be allowed to? would you force them to fight out of their Borderlands and push back into EB? Woudl this be too much to ask an outnumbered realm?

Just was brainstorming on ways to make W3 more interesting to me, and thought I would share. What do you think? It may not be possible ever, but it is nice to think about, and it is always nice to hear what others think about how W3 should be. Sorry if there are similar threads….

Adding to WvWvW...random thoughts

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Posted by: Radios.6950

Radios.6950

What if the merc camps are changed to high interest targets where they are the only place to craft superior siege?

Adding to WvWvW...random thoughts

in WvW

Posted by: Radios.6950

Radios.6950

Below is a very rough bit of brainstorming I was doing while W3 this weekend…added kitten with the arrows showing the below ideas..

Change the EB “server name” Hills camps to attackable outposts. Create a “passage” between the EB Hills outpost and that server’s Borderlands. The only way into an enemy Borderlands is to take the EB Hills outpost. Think about the movie 300…if you can not hold the Hills Outpost due to overwhelming forces, fall back and defend the passage…perhaps wth ballistas and ac ?

The end of the passage is at Champions Demise on that servers Borderlands map. It allows entrance into the enemy border via the 2 rivers on each side of the island or over the island route itself.

Change the enemy Border Outposts on the Borderlands into attackable Outposts as well. Allow them to upgrade and create WP. These can be captured and become FOBs for the enemy.Once a WP is built, it can only be used to fast travel on that map, not between maps. This means that the enemy has to leave a force behind to keep the passage open.

Heck you could even add in a new Orb/Relic system at the end of the map opposite of the Champions Demis entrance. The invading realms would need to work their way up the map, securing certain key areas to “unlock” access to the shrine. Then they would have to carry the Orb/Relic all the way back to their Borderlands shrine. Speed boosts are disabled in X amount of radius from the Orb/Relic.

I would also change the scoring to a additive/subtractive system vice a culmative system. Player kills add to the count, yak kills add to the count, tower/keep/outpost captures add to the count. Losing these subract from the count, expect player kills.This could help balance everything out so that out-covered servers can still have a fighting chance instead of being out the race after the weekend.

Pros:
- Helps outmanned servers focus forces.
- makes defending your homeland mean potentially mean something.
- introduces a new suite of tactics. Such as leaving players behind to keep the passage open. Defending the passage, as the defending realm can cut off reinforcements by recapturing the passage/Hills outpost.
- may help even out stacked servers as people will get tired of the queues.
- makes Orbs/Relic captures actually mean you accomplished something.

Cons:
- probably not easy to implement at this point
- will create even more queues as everyone is forced to load into EB to start.Unless they increase the pop caps on EB….of course that comes with the con of lag/latency.
- Stonemist ??
- may trivialize the other towers as enemies will just mount offesives against the EB Hills outposts. May have to make taking EB Hills harder then SM or Garrisons.

Thoughts:
- EB Hills Outposts can be defended from the Keeps. Makes holding them even more important.
- since there is no fast travel to enemy Borderlands, taking and holding towers, outposts and even supply camps are even more important. If the invaders run out of siege, they are forced to take and hold camps to create pools of supply at towers.
- invaders could capture and hold the keeps outside of the EB Hills and setup a WP to create a steady stream of fast traveling reinforcements that may be hard to overcome for a defending realm.
- Where would a realm that has had everything captured port into EB? or would they even be allowed to? would you force them to fight out of their Borderlands and push back into EB? Woudl this be too much to ask an outnumbered realm?

Just was brainstorming on ways to make W3 more interesting to me, and thought I would share. What do you think? It may not be possible ever, but it is nice to think about, and it is always nice to hear what others think about how W3 should be. Sorry if there are similar threads….

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Your dream WvW patch notes

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Posted by: Radios.6950

Radios.6950

- created a new PPT system that starts @ a set number of points. Points are added for capturing objectives, killing players, killing yaks. Points are subtracted from server A when server B or C captures an objective held by sever A.
- AC now observe LOS rules.
- Tower and Keep walls extend higher as they level. This should give defenders a slight advantage in defending.
- Skritt and Centaurs are removed. BL lakes are frozen over. Vendors and crafting areas are removed from keeps and added to a new keep that has been built on the island that existed in the center of the lake. The crafting areas here include a +% bonus.

I feel like WvW is broken.

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Posted by: Radios.6950

Radios.6950

1. yeah, so auto release after a short period of time (say a few mins maybe)
2. nah, it is fine
4&5. the camera hack makes this a little trickier. I do wish things would not flip so quickly though. for example, rams take more then 1 to operate (or gain power as more then 1 operate). but for this to work, maps need to be larger, or more of them, or speed needs to drop. too easy to move between points, so zergs can respond too quickly.

My big thing is that wvwvw is kinda meh. downed state is just a PITA. maps too small. coverage is everything…so much fun to work for hours to get things only to take a break and come back and now the EU prime time starts and server x gets 80+ on each map.
I remember having hour+ long sieges in DAoC, working to take towers, having to run supply into keeps. now these keeps can drop so fast. tactics seem to be only summon the zerg or put as many ACs as you can and hope someone doesnt exploit the camera and find ways to hit them.

would be cool if you had to secure your BL before you could put troops in the field in EB….oh well….back to manning my AC.