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Old Feb 25, 2007, 05:56 AM // 05:56   #1
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Default Sectionalize Massive PvP Battle (Map!)

Sectionalize Massive PvP Battle

Well, the idea of massive PvP battle has always been around. But with GW’s system, a large team of 20+ player sound unfeasible and unbalanceable in some points. So here is my suggestion in this matter. (which in theroy could fit something like 40vs40)

The idea is to break up the player into smaller group, yet still work in conjunction as a team. This is not a breakthrough idea, as its been suggested by many before. But I will also add the “Sectionalization of the Battlefield” into it as well.



The game would go like this.

First, you go to a new outpost. Here, you can find other players, talk, and enter battle, much like other PvP zone. The group limit will be only 4, which you could fill it with Players or Heroes. Once enter, you will be assign a team and spawn in your shrine area. From there, you will move into different sections of map, and fight opponent’s team there.

Here is an Example Map



As can see, the main Map is further broken down into sections of zones. You enter and exit the zone much like you would on regular exploration map. However, each zone can only host certain amount of “Squads” (a team of four players or heroes), represented by the brown squares. Each color circle represent a squad. So as you can see, the team blue’s Shrine can host a total of 5 Blue Squads (Up to 20 players), and 3 Red Squads (up to 12 players), at same time. If a zone reach its max squad limit for a team, than it would be close to that team, and squad of that tea can move into it until a spot become available again (if a squad die or move out).

As can see, some zone will be more fair of conflict, in which even number of squads from both team can enter, while some zone will favor the defender more, allowing them to get extra squad or two in. Gaining the control of some zone will offer additional benefit too as well.

Several ways to win the game. The Main goal would of course be to take over the opponent’s Shrine. Also points for controlling a zone and kill of opponent, like that of Alliance battle, are also another way to win.



The Key Objective is of course to provide player with a epic battle, in which many player can be involved in, but still kept the fight in smaller scale (in zones). Because it is in zones, it separate the data processing that is needed to a manageable level. However, to win the game, a team must still organize and strategize on a larger scale, and utilize real battle tactic (like faint, lure, ambush, cutting off supply lines, defend and take of key location, etc) in order to best win the game.

Another Map with zone Control color


------------------------------------------------------------
Modifications
The above describe more of a generalize version of such type of game. Here are some other modifications or details that could also be incorporated if needed.

Random or Factional
Such battle can be kept as a Random battle, in which new squads enter are randomly assign to a team, or Factional, in which the placement of team depended on what faction you are, or what outpost you enter from.

Entrance
I imagine such battle need to have squads joining at anytime, in order to fill in for those who leave or disconnected. But if so, it might provide uneven team match at odd hours of the day, as well as making it almost endless, or player joining at the end of the battle.

So I think another way would be to have a time entrance and semi-lock. That means such battle will be schedule say once ever 30 mins, and all player who want to play will have to join in at that time, else wait another 30 mins. This give both team a more evenly match. Once start, will only accept additional squads if it is balance. So if the game started as 24 red vs 28 blue, a new red team could still join, while no new blue team can enter.

And there could be several battle map instanize and played at same time (if there are enough people to fill it), and not just one.

Player Limit
While such map is design to better accomandate for large amount of players, there still need a Max player-limit. Maybe something like Max of 15 Squards per team, which equal to about a game of 60 vs 60 overall. But since not of that will be fitted into a zone, I think that should still keep things manageable. And a battle can start with out need of filling out to Max amount of playe (a 9squad vs 8 squads could be a game)



Gating Regulation
While a valid defending strategy, it could be a pain if always get attack upon first enter of a zone, as they could easily gang up on you, especially if you team is not ready. So a Gating Regulation between the zone-warping might be require.

Such thing could be like where the player will be invincible for few seconds when first enter a zone, or make it where defender would get some sort of negative effect when staying too close to the warp-entrance (this would go away if you gain the control of the next zone over), or add an additional mini gate in between. Things like that.

Zone Benefits
Can also be made where controlling a zone would grant you certain benefit. Some idea could be:
-Additional Shrine Area: Let you re-spawn there.
-Points: Give you certain amount of points so you can win the game.
-Teleporter: Give you faster access to that zone and beyond.
-Stats Boost: Give you team (just in that zone, or in all place) some sort of stats boost, like extra armor, attack power, energy, hp, etc.
-Easier Defender: Things like Walls, access to catapults, high ground advantage for those that are in control and defending that area.
-Henchies: Could give you some tag-along NPC soldiers to take with you.
Allie Treatment
Your squads are only a group of 4 (player or AI). But with you fight along side of your allies squads, they would be consider as Allie (and appear so on the group-health menu). You can still heal, cast enchantment, and support them as if they are of your team. However, spells that might of effect all your team would not effect them (like heal party). This for oblivious balance reason.

Death
Still uncertain if needed/wanted to add death penalty or not. But you would be able to re-spawn back at your base (unless it is full). But as that mean you would have to travel all that distance back again, death is better avoided.

Waiting Zone
There could be an additional Zone, call the Waiting Zone. This is where the “left over” people could wait, in circumstance of uneven team, or if your Shrine zone got attack.

Reward
Not too sure what reward to give to player for winning such game. The usually Faction points of course, but also could add a new rank-points, or other reward/benefits as deem fit.



-------------------------------------------

Well, thats about it, took a while to write too. I think I cover most of the detail I want to cover. Feel free to ask questions if there are spot I an unclear on. (I do have a very poor grammar afterall). And feel free to point out any spot that might be unbalance or abuesable. What do you think? Comments welcome.
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Old Feb 25, 2007, 06:16 AM // 06:16   #2
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NICE!

That looks good!
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Old Feb 25, 2007, 07:18 AM // 07:18   #3
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Reminds me of how Soul of the Ultimate Nation PvE works
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Old Feb 25, 2007, 08:06 AM // 08:06   #4
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Quote:
Originally Posted by Knightsaber Sith
Reminds me of how Soul of the Ultimate Nation PvE works
Hows SUN PvE work?

do they have beta out? always want to try that pretty looking game...
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Old Feb 25, 2007, 02:38 PM // 14:38   #5
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im not much of a PVP'er but i personally find this idea very intriguing. You could have some larger slightly more epic teams too, look at vizinah square: the 16 people vs all those monsters, shouldnt be too hard to have 16 vs 16 on a smaller landscape.
but all in all i love this idea nice job
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Old Feb 25, 2007, 08:00 PM // 20:00   #6
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Quote:
Originally Posted by actionjack
Hows SUN PvE work?

do they have beta out? always want to try that pretty looking game...
Here's how Webzen describes it
Quote:
III. STYLISH BATTLES.
Fluid movement and extravagant effects set the stage for astounding battles with optimized production. Player vs. faction and faction vs. faction battles provide a “hack & slash” atmosphere for players. For large-scale combat such as siege warfare, Soul of the Ultimate Nation utilizes a combat map with partitions that divides players into multiple fields each containing 20-40 characters; the outcome each battle having direct affects on the combat occurring on other fields.
It's currently live in Korea (f2p btw ) and open beta Taiwan. US/EU beta is supposed to be some time after they finish up with China. I did the Korean beta and it was pretty fun.

If you want to try the Taiwan beta you can look here
http://sun.mmosite.com/guide/sun_tw_guide.shtml
and if you have any problems look here
http://forum.mmosite.com/list.php?id=125&sid=126
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Old Feb 25, 2007, 08:20 PM // 20:20   #7
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Thanks for that link Knight.
I really like this idea about the PVP setup.
Some really interesting things can be done when you sectionalize the battle area.
I think Guild Wars PVP would benifit in popularity extrememly if it had new setups like this one added.
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Old Feb 25, 2007, 08:26 PM // 20:26   #8
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Interesting idea, maybe they could impliment your idea to replace HA.
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Old Feb 25, 2007, 08:29 PM // 20:29   #9
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This sounds good. Especially for alliance vs alliance warfare.
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Old Feb 25, 2007, 08:36 PM // 20:36   #10
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I am thinking of repost this elsewhere...

So anyone see any loop hole for abuese?
Any area not clear?
Any other suggestions to add and refine it?


Oh, and there could be a Battle Commander position too, one player that help direct the flow of the battle.
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Old Feb 25, 2007, 09:44 PM // 21:44   #11
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I like this idea... A LOT!!!
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Old Feb 26, 2007, 12:19 AM // 00:19   #12
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this looks like fun

Maybe for the next event!
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Old Feb 26, 2007, 02:37 AM // 02:37   #13
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Nice game mode
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Old Feb 26, 2007, 02:47 AM // 02:47   #14
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wow this is so close to waht i thought we were going to get from Allience battles.
I love your ideas <3
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Old Feb 26, 2007, 02:50 AM // 02:50   #15
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Quote:
Originally Posted by actionjack
I am thinking of repost this elsewhere...

So anyone see any loop hole for abuese?
Any area not clear?
Any other suggestions to add and refine it?


Oh, and there could be a Battle Commander position too, one player that help direct the flow of the battle.
I think you should have each different battle area have an area effect or an objective like taking over a bridge and all
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Old Feb 26, 2007, 05:14 AM // 05:14   #16
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Quote:
Originally Posted by Anti Oath
I think you should have each different battle area have an area effect or an objective like taking over a bridge and all
/seconded

Action Jack also said something about fighting for supplies and stuff. what kind of supplies? Like NPCs that follow certain PC around? Perhaps res orbs? Or perhaps the right to "own" a blessing from the gods?

Either way this may whole idea in general might give my PvP characters something to do other than holding my stuff.
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Old Feb 26, 2007, 05:46 AM // 05:46   #17
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Wow i as i can say...
Great idea and great work-out.
Also a very explaining map.
10/10
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Old Feb 28, 2007, 08:24 AM // 08:24   #18
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This... looks... wonderful! Very nice job and very well put together. I would love to have this put into the game at some point.

/signed X100!
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Old Feb 28, 2007, 03:53 PM // 15:53   #19
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Wow... looks great! Maybe you could have monsters/NPCs in certain areas too, which can attack either of the teams... might add to the "epic" feel?

Also, you should be able to see the positions of the other teams on your mission map (maybe even enemy teams). Could help with planning strategies, etc.
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Old Feb 28, 2007, 06:15 PM // 18:15   #20
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I don't PvP, but this is obviously a great idea.

/signed
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