Mar 06, 2007, 07:45 PM // 19:45
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#1
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Frost Gate Guardian
Join Date: May 2005
Location: Somewhere over the rainbow
Guild: Devil Me [DEvM]
Profession: E/D
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New factions CM arena
If you haven't noticed, the 2 factions CM arenas show 1 important concept: imbalance makes for a relatively popular pvp arena. Jade quarry is balanced before you put in the 8v8 players; npcs are mostly identical, and the carriers have the same stupid AI. Fort aspenwood, on the other hand, is innately unbalanced with favor towards the luxons. So, why not have another arena where the innate unbalance is towards the kurzicks? Kurzicks were on defense for FA, let's put luxons on defense for a new map.
Using the example, Eternal Grove <=> FA, Gyala Hatchery <=> "new arena"
This arena would be an escort, similar to the Gyala Hatchery mission, where the luxons escort turtles to safety. However, it wouldn't make much sense to escort baby turtles, since that's redundant and would be extremely easy for kurz players to win. So, let's have the big turtles be transporting some generic, yet important, cargo.
The map layout
Essentially it's a gauntlet run. But in order to make this mission less like FA, the kurz players have to decide between fighting/slowing the turtle envoy, or running ahead and capturing blockage positions. The map could simply be a long straight path, or more winding, snake-like path (to give the kurz a movement advantage). Cliffs and barriers could also give more tactical variety.
NPCs
Npc balance is important (and needs to be adjusted from the FA npcs) as everyone should know that 4 luxon warriors can wipe out all of FA's kurz npcs. The kurz juggernauts should retain their 5 sec kd skill, as it would make sense for slowing the turtles. The exact roster of NPCs should be discussed.
Victory conditions
The simple conditions for victory for kurz is killing off the turtle envoy. The simple conditions for victory for lux is getting at least 1 turtle carrier to the escape point. If after a set amount of time (ie 10-15 min), a large kurz npc army should start their pursuit. This army should significantly tip the battle in favor of kurz. This would ensure a victor, in case both sides reach a stalemate.
(more to come, but feel free to start discussing)
new:
Lux envoy npcs: 1 carrier turtle (no attack skills, main target), 2 siege turtles, 4 monks (focused heavily on healing the turtles only), 4 lux wars (killed wars (original 4 only, not supply station) respawn after capturing a checkpoint).
Kurz army (10-15 min chasing): 2 wars, 4 rangers, 4 eles, 2 monks (respawn if wiped out)
Capture Points (AB-style cap points, ie capture by majority)
Blockade (typically in the middle of the road)
kurz control:
4 rangers
2 necros
1 monk
1 juggernaut
lux control:
"Charge!" for 10 sec applied on all lux upon capture
2 monks
Checkpoint (off on the side of the road)
kurz:
res shrine
2 eles
2 sins
+1 juggernaut moves towards and attacks the turtles (respawns here after 10 sec when killed)
lux:
res shrine
2 monks
2 rangers
Supply Station (well off the road)
kurz:
res shrine (if a closer res shrine is controlled, then this shrine becomes "inactive")
2 monks
lux:
+4 wars upon capture and run towards the turtles
1 ranger
Last edited by Praetor; Mar 07, 2007 at 11:36 PM // 23:36..
Reason: update: kurz army, turtle changes
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Mar 06, 2007, 09:13 PM // 21:13
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#2
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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wow... nice /signed
sounds fun... i want to play it NOW lol
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Mar 07, 2007, 12:45 AM // 00:45
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#3
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Hall Hero
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It would definantly be interesting. However, I think it would also be awesome to update the Jade Quarry to make it more playable and worth it.
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Mar 07, 2007, 01:49 AM // 01:49
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#4
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Krytan Explorer
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So basically Kurz would win every time?
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Mar 07, 2007, 03:38 AM // 03:38
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#5
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Forge Runner
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I'm not digging your victory conditions that the kurzick army is like... God...
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Mar 14, 2007, 07:11 PM // 19:11
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#6
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Frost Gate Guardian
Join Date: May 2005
Location: Somewhere over the rainbow
Guild: Devil Me [DEvM]
Profession: E/D
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I drew up this map in mspaint, so it obviously looks like crap. Anyways, it's a layout of the map, and the color key is on the picture. See the attachment (assuming it shows up right)
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Mar 14, 2007, 07:20 PM // 19:20
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#7
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Guardianes Del Honor
Profession: R/Mo
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are you trying anet re-do something in cantha?
good luck.
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Mar 14, 2007, 07:29 PM // 19:29
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#8
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Frost Gate Guardian
Join Date: May 2005
Location: Somewhere over the rainbow
Guild: Devil Me [DEvM]
Profession: E/D
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A.net added sorrow's furnance in proph, DoA in NF. It may not be PvE, but it's better than nothing.
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Mar 14, 2007, 08:04 PM // 20:04
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#9
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Guardianes Del Honor
Profession: R/Mo
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yes and they added that before the next expantion takes out.
Actually i didn't read all the suggestion, i dont really like that kind of competitive missions. But what i see, is that i will be extremely difficult to be seen implemented. i just wished you gl =p
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Mar 15, 2007, 12:14 AM // 00:14
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#10
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Ascalonian Squire
Join Date: Mar 2007
Guild: Fruor Amicitia Conamen Effectus [FACE]
Profession: R/Mo
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Quote:
Originally Posted by Praetor
I drew up this map in mspaint, so it obviously looks like crap. Anyways, it's a layout of the map, and the color key is on the picture. See the attachment (assuming it shows up right)
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What is the darker big red dot?
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Mar 16, 2007, 07:44 PM // 19:44
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#11
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Frost Gate Guardian
Join Date: May 2005
Location: Somewhere over the rainbow
Guild: Devil Me [DEvM]
Profession: E/D
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The end goal, or is it not obvious enough by reading the original post?
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