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Old Dec 30, 2006, 09:30 AM // 09:30   #1
Wilds Pathfinder
 
Join Date: Jan 2006
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Default New style of pvp arena combat for Ch. IV

Alright, if anyone's ever played in a pvp battle, which 99.99% have; then you know how fustrating it is to have gone into battle, only to realize you enemy has the perfect build to beat you every time.

Now consider a battlefeild where you were allowed to choose 2-3 seperate pre-made templates of skills to use, then be able to switch between them at command points. (Much like those in AvA)

Now obviously we don't want a repeat of just standard old 12v12 with "new features."

We still have 8 or 12 players, and we still have command points but here are the different features:

Interchangeable Templates:
-As stated above, command points would allow you to switch between 2 or 3 different user-made skill saved templates, that are picked before battle, or randomly alloted from the user's saved templates if none are selected.

-Each template switch will cause the user to hold still, open to attack at the post for 10 seconds + X*5seconds, with X being the number of times the user has already switched templates.

Destructable Command Posts:
-Command posts can either be secured in the normal fashion, or if the enemy defending is to strong, you can attempt to destroy the command post from afar.

-If a command post is destroyed, three "Engineer" NPCs associated with the attacker begin rebuilding the post in the name of the attacker. These NPCs have 80 Armor and "Carrier Defense" for the first 15 seconds of life. After that they only have 80 armor.

-"Engineer" NPCs take 2-3 minutes to reconstruct the post. If the engineers are all killed, three engineers of the opposing team pick up where they left off, and so on until the command post is rebuilt.

-While posts are being destroyed, or being built, no player can spawn there, and no player can change templates there, in addition any attack/defense bonuses granted by the post is nullified.

Siege Weapons
-There are two types of siege weapondry, fixed and mobile.

-Fixed siege weapons spawn at the "base" command post of teams, and are fired by players, directly. (Much like the ballistas we've seen before.)

-Mobile Siege weapons spawn after holding a command post for 5 minutes consecutively. A squad leader may then speak to the NPC controling it and send it to attack another command post.

-A squad leader is the first member of each of the 3 teams of 4 players, if the first player has left, then the 2nd player is recognized, and so on.

-A mobile siege weapon is granted "carrier defense" while moving, once stopped and/or firing on a target, it temporarily looses "carrier defense." It also has 1000 hit points and 100 AL. It is not easy to kill, it takes a concerted effort to destroy one.

-A mobile siege weapon will not engage enemy players on its way to the target. It is up to the players to protect it. It will however, attack any opposing siege weapons it encounters and will do so until one of them is dead.

Victory Conditions:

-(15...45) minute time limit. To be decided later.

-At the end of the time limit the team holding the most posts is the "winner" However, each side can complete for individual achievements, such as:

-Never Lost "Insert Command Post Name"

-Most Player Kills.

-Most Siege Weapons Destroyed.

-Least Command Post Turn Overs

-Most Command Posts Destroyed

-Longest Held Command Post, indicates time and which post.

-Each of these particular acievements holds various bonuses, which will be determined by the nature of the game.

That's all I have for now, if you don't like something, don't just say no, suggest an alternative.
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Old Dec 30, 2006, 01:08 PM // 13:08   #2
Frost Gate Guardian
 
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Quote:
Originally Posted by Ken Dei
Interchangeable Templates:
-As stated above, command points would allow you to switch between 2 or 3 different user-made skill saved templates, that are picked before battle, or randomly alloted from the user's saved templates if none are selected.

-Each template switch will cause the user to hold still, open to attack at the post for 10 seconds + X*5seconds, with X being the number of times the user has already switched templates.
IDK how that would work

Quote:
Originally Posted by Ken Dei
Destructable Command Posts:
-Command posts can either be secured in the normal fashion, or if the enemy defending is to strong, you can attempt to destroy the command post from afar.

-If a command post is destroyed, three "Engineer" NPCs associated with the attacker begin rebuilding the post in the name of the attacker. These NPCs have 80 Armor and "Carrier Defense" for the first 15 seconds of life. After that they only have 80 armor.

-"Engineer" NPCs take 2-3 minutes to reconstruct the post. If the engineers are all killed, three engineers of the opposing team pick up where they left off, and so on until the command post is rebuilt.

-While posts are being destroyed, or being built, no player can spawn there, and no player can change templates there, in addition any attack/defense bonuses granted by the post is nullified.
i like these ideas, it would be cool to do that.

Quote:
Originally Posted by Ken Dei
Siege Weapons
-There are two types of siege weapondry, fixed and mobile.

-Fixed siege weapons spawn at the "base" command post of teams, and are fired by players, directly. (Much like the ballistas we've seen before.)

-Mobile Siege weapons spawn after holding a command post for 5 minutes consecutively. A squad leader may then speak to the NPC controling it and send it to attack another command post.

-A squad leader is the first member of each of the 3 teams of 4 players, if the first player has left, then the 2nd player is recognized, and so on.

-A mobile siege weapon is granted "carrier defense" while moving, once stopped and/or firing on a target, it temporarily looses "carrier defense." It also has 1000 hit points and 100 AL. It is not easy to kill, it takes a concerted effort to destroy one.

-A mobile siege weapon will not engage enemy players on its way to the target. It is up to the players to protect it. It will however, attack any opposing siege weapons it encounters and will do so until one of them is dead.
i like the idea of the seige attackers, but i dont think that the moving ones would be that good of an idea. 1000HP and 100AL...that seems like it would take a mass amount of time/people to kill. maybe something like 750HP with 75-80AL would be more appropriate

I generally like the ideas you came up with, and if you dont mind ill throw in some ideas ive been tinkering around with.

------------------------------------------------------------------------------------------
RA/TA/HA/AB/GvG: After you lose a box comes up to show how many kills each person got, how many flags capped/returned, ect.

I know its not really nessecary but it would be kinda cool to know.

New kind of PvP:
(its probably been suggested before but not in this thread so W/E)

I would like to see a kind of Last Man Standing type of thing.

A place where you get to fight against 24 random people.

You get 3 "lives" with no DP when you die and ressing would be every 30 seconds based on the time (not when you die).

i could see something like 25-50 faction per unique kill and then like 1000-100 for the top 10 finishers. and then like 50 faction for everyone else.

idk it might seem kinda stupid but i think it would be fun.

Last edited by PicardSunstar; Dec 30, 2006 at 01:14 PM // 13:14..
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Old Dec 30, 2006, 01:22 PM // 13:22   #3
Jungle Guide
 
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Quote:
Originally Posted by Ken Dei
Alright, if anyone's ever played in a pvp battle, which 99.99% have; then you know how fustrating it is to have gone into battle, only to realize you enemy has the perfect build to beat you every time.
Ha? I have played PvP a lot, and this only happens to others. When i fight Mending warrior noobs, then i have the perfect build to beat them. As does everyone else who doesnt use such horrible skills.

Learn how to play PvP, so your enemies wont have perfect builds to beat you. YOU will.


ps: this game doesnt need more arenas, it needs old arenas FIXED.
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Old Dec 31, 2006, 03:56 AM // 03:56   #4
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Quote:
Originally Posted by Servant of Kali
Ha? I have played PvP a lot, and this only happens to others. When i fight Mending warrior noobs, then i have the perfect build to beat them. As does everyone else who doesnt use such horrible skills.

Learn how to play PvP, so your enemies wont have perfect builds to beat you. YOU will.


ps: this game doesnt need more arenas, it needs old arenas FIXED.
1.) Your criticism isn't constructive.
2.) It's a genuine load of bull that you NEVER encounter an enemy who has just the right skills to completely destroy you.
3.) Don't be an imbicile and assume that someone is a no nothing nooblet because they have ability to admit that the above happens to everyone.
4.) For future posters, don't follow this guy as an example of how to post.
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Old Dec 31, 2006, 04:03 AM // 04:03   #5
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Seems quite complicated at first clance.

Either way, I agree with Servant of Kali. There are some problems with the current arenas in the game. Various things, nothing major I can think of atm... though some would call Searing Flames a major problem.

Anet is far from done with changes to Heroes Ascent. I think they need to decide what they are going to do with HA before they even consider adding more PvP arenas.
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Old Jan 01, 2007, 04:32 AM // 04:32   #6
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You've forgotten that the decisive factor in this game is player skill, not the skills you are using.

A major PvP mode with pre-set skills? No thanks, I already enjoy holiday events with their unique skills.

Capturing Points in Alliance Battles remind me of this destructible command outposts concept.

Siege Turtles remind me of siege weapons (how is that possible? *sarcasm*), and Juggernauts remind me of tanks.

Maybe you've never played Alliance Battles or PvP Missions (Fort Aspenwood and Jade Quarry), but there are too many similarities with this suggested mode of yours. Sorry, but...

/unsigned
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Old Jan 01, 2007, 08:57 AM // 08:57   #7
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Picard: That idea is extremely aweful. I guess you've never heard of monks, king of survival? Why the heck would people want to play other classes if they can just play a monk with 1/2 attacks and a wand?
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Old Jan 01, 2007, 09:02 AM // 09:02   #8
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I'm that .01 person who hasn't done TA. [/sarcasm]

I think this is too much like alliance battles, and if you suck at TA, then that's not my problem because everyone who's paid for all 3 chapters has access to all the same skills, armor, and weaponry, and you were just outmatched. I don't start suggestion threads just because I'm not rank #1 on the guild ladder. Sorry to hear you got whooped on, better luck next time, although you need to try some skillful things to outwit your opponent.
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