Sep 24, 2006, 01:15 PM // 13:15
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#1
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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New type of PvP fighting
I have thought of another way of fighting. Imagine if we could use the ACTUAL monsters from the game and wage a war using those monsters against one other player using the same thing. Also, we can only use monsters that we have seen...and killed.
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Sep 24, 2006, 01:17 PM // 13:17
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#2
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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they could use that as part of the colaseum idea /signed
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Sep 24, 2006, 01:17 PM // 13:17
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#3
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Forge Runner
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I like the idea. It would need some balancing, but fighting with a mursaat would be fun. Also, some monsters would need to be excluded, or everyone would be shiro, Lich (no, actually not the lich) and Glint.
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Sep 24, 2006, 01:27 PM // 13:27
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#4
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Yea...plus i just had another thought, what if they only way to unlock that "species" would be to fight one of their bosses?....im pretty sure that all species has at least one boss
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Sep 24, 2006, 02:00 PM // 14:00
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#5
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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lol, probably all be
Ettin vs Tengu
Yeti vs Tengu
Troll vs Tengu
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Sep 24, 2006, 02:22 PM // 14:22
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#6
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by Addone_Abaddon
lol, probably all be
Ettin vs Tengu
Yeti vs Tengu
Troll vs Tengu
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You may have misunderstood me...i wanted there to be different monstres battling with each other, not the same species with each other, unless they have different professions. I would just like for there to be mosters that have never been seen togetther..wouldn't it be cool if you saw cahr standing next to yeti? Or bone dragons standing next to hydras?
Of course all the monsters will be at the same level..
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Sep 24, 2006, 02:33 PM // 14:33
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#7
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Wilds Pathfinder
Join Date: Jun 2006
Location: Jersey, Channel Islands
Guild: Perfection Is Everything [PiE]
Profession: W/
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I was just saying for a joke, lol. It's cause tengu are always fighting some sort of giant mountain creature.
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Sep 24, 2006, 04:48 PM // 16:48
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#8
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Ascalonian Squire
Join Date: Sep 2005
Guild: Total Equilibrium of Telenet
Profession: Mo/W
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i've seen and killed glint
would be fun to play as glint ^^
(or as a fire djynn (those buggers do some serious dmge in 1vs1)
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Sep 24, 2006, 07:51 PM // 19:51
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#9
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by Loquetus
i've seen and killed glint
would be fun to play as glint ^^
(or as a fire djynn (those buggers do some serious dmge in 1vs1)
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Im thinking that we won't use bosses from missions...and i think i won't have 1 vs. 1 more like 16 vs. 16 and less with each team being 4 monsters each. The winner gets 1k worth of gold at the end. This would be rly cool since at the beggining we can place the monsters where we want the to beand move them kinda like chess or soand we would be the "kings" OR "generals" who, if we die, they win, and vice versa. so it would be 16 monstersand 1 person vs. 16 monsters and one person
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Sep 24, 2006, 08:31 PM // 20:31
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#10
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I smell Mini Pet Battle!
Actually... very very interesting idea.
I would take it one more step, and make it a whola new battle type, more like the chess, where you will not control your character at all, but as a commander of various smaller mobs (like the minis, and using comands like that of Hero control), and battle another more like an RTS fashion....
a RTS PVP!!!
Now, how to set it up ? Do we just each get a certain piece, given at start of each battle, or actually need to get the "monster piece"? should those "mob piece" have differnt stats or ablity, or just differ only in skin?
Anyhow.. still love the idea, and it could be done.
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Sep 24, 2006, 08:57 PM // 20:57
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#11
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Krytan Explorer
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attributing a number of points to each monster type and then setting a maximum total point for each army is the usual procedure for this type of game (ie. a skale is worth 1 point, a hydra is worth 10 points, glint is worth 50 points, etc; and you have a total of 100 points to spend on monsters)
Yes, it could be fun.
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Sep 24, 2006, 09:31 PM // 21:31
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#12
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by Solar_Takfar
attributing a number of points to each monster type and then setting a maximum total point for each army is the usual procedure for this type of game (ie. a skale is worth 1 point, a hydra is worth 10 points, glint is worth 50 points, etc; and you have a total of 100 points to spend on monsters)
Yes, it could be fun.
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THATS A GOOD IDEA!...
and yes...i suggested that you do need to capture the monster by beating one of the species bosses. But id rather not use glint or something, i might use it maybe as "protector" if the enemy gets too close. so heres what im thinking:
Area 1 Frontline
one goup no more then 4 monsters Professions: (warriors, assasins, dervish etc..)
Area 2 Backup Frontline
Same as first one Professions: (spellcasters rangers etc.)
Area 3 Base Defenders:
Same as two above; they protect you from enemies getting to close to you
Area 4: Protector
One "boss" enemy, or a normal 4 person group of a high league (maybe even like two titans?)
Final area: Leader
This is where ur at...if you die, they win.
Conditions: The monsters may respawn once after all the group has been killed and remain dead for more then 2 minutes.
You may leave the base, but if you die, you lose.
You are allowed points, you may have only one "boss" level person to serve solely as you protector. any "high cailber montser" will only be allowed to have three if you choose to have all three of them to be the same. (underworld monsters 40 points) (hard to beat monsters who show up in missions and such: 35 points) (Common enemies:char and such: 25 points)
FEEL FREE TO TWEAK OR EXPLAIN MORE
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Sep 24, 2006, 11:20 PM // 23:20
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#13
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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sry bout the double post, but...i think we rly need to have a money reward for this...maybe 1k per victory and 2k for more then 5 wins in a row
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Sep 25, 2006, 12:31 AM // 00:31
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#14
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Here is what I am thinking in my version of GW RTS PvP game.
Long ago, the mages of the old had devises a game for their entertainment. They use magical infused dolls, dressed as various type of monster, to battle one another in an entertaining fashion. The game is call “Balthazar’s Commanding Master”.
In essence, it is a really simplified RTS, that is also a bit like Risk or board games. It’s a 1v1 game.
Setup:
To play, first you enter a new type of arena outpost dedicated just for this type of game. There, you first talk to a Game Master, which will bring up another UI window that allow you to set up the “skills” you want to bring to the game, and than join in to a random battle.
When in battle, you will not see or control your playing character, instead use small army of those monster dolls (will call them mob piece for now) to battle. And all you skills will no be replace with your “game” skill that you set up earlier. The view/camera will be a overhead one. The battle map will not be very big.
The map can come in all type. But there are few essential components. First is the Shrine, which is where you summon the new mob piece, and is your “base”. The main objective of winning the game is to keep your Shrine, will destroy the other player’s. It has its own HP. Another thing you will find is the Command Post, that is located in balance location on the map. You can capture it by sending your mob piece to it, somewhat like attacking it (but it can not be destroy), instead they will attempt to capture it. The more that is “capturing”, the faster it will be turn into your side. Once captured, it will generate a thing call “Command Points” once over each T seconds, which you can use for your skills. (The number can be tweak, but for this example, will say each command points will generate 1 Command Point each 10 seconds, and the Shrine generate 3 Command Point each 20 seconds). The more you capture, the more command points you will get. Also you can recapture an enemy’s command point in similar way.
In addition, the game is time (15 min), and if at the end of time it is still undecided (no side’s shrine got destroy), than the winner goes to the one with the most Command Post Capture. If it’s the same amount, than it’s a draw.
SkillWhat will the command point be use for? It is use to power you skill. Instead of regular skill, your skill bar now holds the skill use only in this game. They come in two types.
Summoning:
This type of skill, when use, will summon a mob piece to the battlefield on your own side. Its cost depend on what monster it is, and what its stats. Will see something like this.
Summon Griffin
Cost 6 command points | 10 second recharge | 2 second casting
Summon Ascalon Soldier
Cost 3 command points | 5 second recharge | 1 second casting You can summon them to a Command Post you control by targeting the command post while you use the skill. Else by default, they will be summon to your Shrine.
Spell:
This is the second type of skill you could use. Instead of summing a mob piece, they have various effects to be use on the battlefield, aid your mob piece, or harm your opponents. Some example would be:
Charm
Cost 8 command points | 40 second recharge | 1 second casting
For 6 seconds, turn target mob piece and all around it to your side for the duration.
Healing Light
Cost 5 command points | 20 second recharge | 3 second casting
Heal all your mob piece in the area for 10 hp.
Sword of Light
Cost 4 command points | 45 second recharge | 2 second casting
For 10 seconds, turn all your mob piece to be holy type.
Fireball
Cost 6 command points | 20 second recharge | 2 second casting
Do 6 Natural damage to the target mob piece and all around it.
Phantom Blade
Cost 5 command points | 40 second recharge | 2 second casting
For 10 seconds, if your mob creature is attacking a creature of its counter type, will ignore defense. You have the option to pick what skill you want to bring. So the choice is your if you want to be a summon heavy army commander, or a spell heavy mage, or balance in between. Mob Pieces
Each mob piece will have its own stats. However, they are really simplified to 3 numbers. Attack, Defense, HP, and Type. They don’t have profession, skills, and other stuff. (still debating if should have range attack piece, or just all melee attack piece. Another thing unsure of is to have different moving speed or not). Some mob piece will have better stats than other, but it will be balance by its cost of summoning. Example would be:
The bigger mobs (cost more)
Griffin
Attack: 8 Defense: 4 HP: 30
Type: Natural
Giant
Attack: 4 Defense: 8 HP: 30
Type: Natural
The weaker mobs (but cost less)
Scab
Attack: 5 Defense: 1 HP: 15
Type: Dark
Ascalon Soldier
Attack: 3 Defense: 3 HP: 15
Type: Holy
Type
The mob piece come in 3 type, Dark, Holy, and Natural. It is like a rock-paper-scissor, in which one type will do extra against another. The order is
Holy > Dark > Natural > Holy
Therefore, a major strategy of the game is to use the type that the opponent is weak against for attack, while bring in the opposite type of their attacking force for defense.
There should not be too much of micro-management in battle. More like you just set a group to defense or attack (most likely separate the battle field like a board can only move in block of land), somewhat like Risk. You won’t really be able to tell what mob piece to attack what. Its not a true RTS after all, more like a board game.
Reward
Winning will be rewarded with a new type of point, (call C point for now), as well as possibly some gold or faction or exp, which ever. The C points are use to unlock more summon or spell skills for this game (but keep in mind that what you unlock does not necessary mean more powerful, just mean you can have more various build).
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Well, that’s the concept. Maybe are hard to implant into the game, but it’s a good writing exercise.
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Sep 25, 2006, 01:34 AM // 01:34
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#15
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Pluto-We miss you
Guild: Biscuit of Dewm [MEEP]
Profession: R/
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wow. Do oyu work for Anet? lol thats looks profesionally done or something.
/signed
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Sep 25, 2006, 07:07 PM // 19:07
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#16
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by actionjack
Here is what I am thinking in my version of GW RTS PvP game.
Long ago, the mages of the old had devises a game for their entertainment. They use magical infused dolls, dressed as various type of monster, to battle one another in an entertaining fashion. The game is call “Balthazar’s Commanding Master”.
In essence, it is a really simplified RTS, that is also a bit like Risk or board games. It’s a 1v1 game.
Setup:
To play, first you enter a new type of arena outpost dedicated just for this type of game. There, you first talk to a Game Master, which will bring up another UI window that allow you to set up the “skills” you want to bring to the game, and than join in to a random battle.
When in battle, you will not see or control your playing character, instead use small army of those monster dolls (will call them mob piece for now) to battle. And all you skills will no be replace with your “game” skill that you set up earlier. The view/camera will be a overhead one. The battle map will not be very big.
The map can come in all type. But there are few essential components. First is the Shrine, which is where you summon the new mob piece, and is your “base”. The main objective of winning the game is to keep your Shrine, will destroy the other player’s. It has its own HP. Another thing you will find is the Command Post, that is located in balance location on the map. You can capture it by sending your mob piece to it, somewhat like attacking it (but it can not be destroy), instead they will attempt to capture it. The more that is “capturing”, the faster it will be turn into your side. Once captured, it will generate a thing call “Command Points” once over each T seconds, which you can use for your skills. (The number can be tweak, but for this example, will say each command points will generate 1 Command Point each 10 seconds, and the Shrine generate 3 Command Point each 20 seconds). The more you capture, the more command points you will get. Also you can recapture an enemy’s command point in similar way.
In addition, the game is time (15 min), and if at the end of time it is still undecided (no side’s shrine got destroy), than the winner goes to the one with the most Command Post Capture. If it’s the same amount, than it’s a draw.
SkillWhat will the command point be use for? It is use to power you skill. Instead of regular skill, your skill bar now holds the skill use only in this game. They come in two types.
Summoning:
This type of skill, when use, will summon a mob piece to the battlefield on your own side. Its cost depend on what monster it is, and what its stats. Will see something like this.
Summon Griffin
Cost 6 command points | 10 second recharge | 2 second casting
Summon Ascalon Soldier
Cost 3 command points | 5 second recharge | 1 second casting You can summon them to a Command Post you control by targeting the command post while you use the skill. Else by default, they will be summon to your Shrine.
Spell:
This is the second type of skill you could use. Instead of summing a mob piece, they have various effects to be use on the battlefield, aid your mob piece, or harm your opponents. Some example would be:
Charm
Cost 8 command points | 40 second recharge | 1 second casting
For 6 seconds, turn target mob piece and all around it to your side for the duration.
Healing Light
Cost 5 command points | 20 second recharge | 3 second casting
Heal all your mob piece in the area for 10 hp.
Sword of Light
Cost 4 command points | 45 second recharge | 2 second casting
For 10 seconds, turn all your mob piece to be holy type.
Fireball
Cost 6 command points | 20 second recharge | 2 second casting
Do 6 Natural damage to the target mob piece and all around it.
Phantom Blade
Cost 5 command points | 40 second recharge | 2 second casting
For 10 seconds, if your mob creature is attacking a creature of its counter type, will ignore defense. You have the option to pick what skill you want to bring. So the choice is your if you want to be a summon heavy army commander, or a spell heavy mage, or balance in between. Mob Pieces
Each mob piece will have its own stats. However, they are really simplified to 3 numbers. Attack, Defense, HP, and Type. They don’t have profession, skills, and other stuff. (still debating if should have range attack piece, or just all melee attack piece. Another thing unsure of is to have different moving speed or not). Some mob piece will have better stats than other, but it will be balance by its cost of summoning. Example would be:
The bigger mobs (cost more)
Griffin
Attack: 8 Defense: 4 HP: 30
Type: Natural
Giant
Attack: 4 Defense: 8 HP: 30
Type: Natural
The weaker mobs (but cost less)
Scab
Attack: 5 Defense: 1 HP: 15
Type: Dark
Ascalon Soldier
Attack: 3 Defense: 3 HP: 15
Type: Holy
Type
The mob piece come in 3 type, Dark, Holy, and Natural. It is like a rock-paper-scissor, in which one type will do extra against another. The order is
Holy > Dark > Natural > Holy
Therefore, a major strategy of the game is to use the type that the opponent is weak against for attack, while bring in the opposite type of their attacking force for defense.
There should not be too much of micro-management in battle. More like you just set a group to defense or attack (most likely separate the battle field like a board can only move in block of land), somewhat like Risk. You won’t really be able to tell what mob piece to attack what. Its not a true RTS after all, more like a board game.
Reward
Winning will be rewarded with a new type of point, (call C point for now), as well as possibly some gold or faction or exp, which ever. The C points are use to unlock more summon or spell skills for this game (but keep in mind that what you unlock does not necessary mean more powerful, just mean you can have more various build).
-------------------------------------------------------------
Well, that’s the concept. Maybe are hard to implant into the game, but it’s a good writing exercise.
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not bad...its pretty cool idea
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Sep 25, 2006, 07:22 PM // 19:22
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#17
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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It's not PvP. ( PvP is everything where you don't need PvE for )
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Sep 25, 2006, 09:05 PM // 21:05
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#18
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Actually.. what I am thinking is more like a board game, rather than RTS...
but it will be a game between player, thus I guess should still consider as a PvP.
(don't think need to "capture" the monster to use, but should still have the option to unlock them by some sort of point system)
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Sep 25, 2006, 09:13 PM // 21:13
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#19
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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That's exactly like the Gladiators in City of Villains.
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Sep 25, 2006, 10:13 PM // 22:13
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#20
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by actionjack
Actually.. what I am thinking is more like a board game, rather than RTS...
but it will be a game between player, thus I guess should still consider as a PvP.
(don't think need to "capture" the monster to use, but should still have the option to unlock them by some sort of point system)
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True...
Anyways....If anyone wonders...this idea i got from Megaman Battle Network 6 =P.....it was rly an awesome idea..P.S. im not a kid...its just fun to play with
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