- Overview
- The game is a hide and go seek/last man standing style of game. The round starts with two "hunters" and ten "hunted." The goal of the hunted is to survive until the end of the round, while the hunters are trying to prevent this. Everyone who survives is rewarded and in the case of all the hunted dying, everyone but the last man is rewarded. When a hunted dies, he becomes a hunter and all the remaining hunted are buffed. All equipment, including shields can be used.
- Bonuses
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- Hunter
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- The hunter's main ability is a cloak, similar to that of Lockdown's Recon. The cloak is passive, but deactivates whenever the hunter attacks or shields. After the cloak is down, it takes five seconds for it to re-activate. The cloak will also fall if the hunter takes damage.
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- The hunter has a slight movement speed buff, approximately 115% normal speed.
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- Each hunter has three "lives." If all three are lost, the hunter remains dead until the end of the round. Respawns are random.
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- The goal of the hunters is to kill all of the hunted before the round ends.
- Hunted
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- The hunted have a three point health penalty.
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- Whenever another hunted is killed, all other hunted gain three extra max health and regain three hearts.
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- Whenever another hunted is killed, all other hunted gain a 1% movement speed buff.
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- To win the round, the hunted must either survive until the end of the round, or kill all the hunters.
New PVP Mode: On the Prowl
This so called "On the Prowl" should be timed like LD and BN (as it is a PvP Mode) for a certain set of minutes. It could be a side release to follow up on the promo, and possibly have a Leafy Stadium. Other than this I think your ideas are cool enough but it just it quite unlikely to happen. But anyways +1
Hunted would just get willingly killed to end the match ASAP and thus overall receive Krogmo coins faster. Exploits like these are important to consider when adding a new minigame.
I have some ideas for this.
- Hunters are able to use weapons, but not shields; their shield is unequipped upon entrance.
- Hunters are able to use weapon upgrade slots, but not trinkets; any equipped trinkets are disabled upon entrance.
- Hunters do not have maps.
- Hunted are able to use shields, but not weapons; their weapons are unequipped upon entrance.
- Hunted are able to use trinkets, but not weapon upgrade slots; they are not able to use weapons anyway.
- Hunted have maps but only other hunted/prey are tracked.
One match style could be an enormous area riddled with status pads, spike pads, trigger doors (and pots to activate them with; pots can do damage to enemies but very little) with destructable blocks everywhere, one of which has a button underneath which opens the gate where prey/hunted start in front of. Behind this gate is their goal. The goal only needs to be reached by one of the prey/hunted for their team to win. Hunters gain nothing from going to the goal because they are not able to pass the gate point whether the gate is active or lowered. The map would be fairly dark to allow for ambushes and to discourage bright attack spam, seeing as only the hunting team is able to use weapons it would be a dead giveaway for the hunted. Problem, Polaris spammers?
Now you do something. Someone. Anyone.
"Everyone who survives is rewarded and in the case of all the hunted dying, everyone but the last man is rewarded."
I disagree with your reward system.
I dont think it's fair if someone dies right at the beggining gets rewards, while the guy that survived only to die 10 seconds before the end gets nothing.
Rewards should go according to how fast you died/how many you killed.
Also, there should be weapon restrictions. Like give a gun with limited bullets or make it a swords-only game.
You cant escape constant attack spams.Yay Polaris.
@Luguiru, Having the hunted not being able to use weapons would make it way too hard to survive. Plus, they wouldn't be able to break the blocks to find the switch. If there were destructable blocks everywhere, they would have to be the three hit stone blocks. Otherwise, the button would be found too quickly. I like the idea of limited sight, maybe just for the hunted though. Maybe there could be a template over the screen like in graveyard levels. Higher graphics settings would make the mask prettier.
@Juances, I see your point about the scoring system. Maybe rewards would be given to the last three hunted (if all of them are killed) and the hunters with the most damage. Limiting the weapons would probably be the only way to restrict spamming. Maybe all your weapons are automatically switched to the default weapons (calibur, blaster, and blast bomb lines for T2 and T3. Proto set for T1).
There could be consoles where all you have to do is press attack/right click/Z/whatever-you-changed-it-to. The consoles would have to be visually obvious if you are standing near it, though there could also be areas to hide in as hunted. The map would be larger than any map we currently have to make the match particularly daunting for both sides. Hunters would have to run all around the place while hunted would have to find the needle in the haystack. Several trick consoles would also litter the map, but for the hunted the one with sparkles opens the gate. Hunters would never see if one is sparkling to prevent camping unless a hunted wants to betray.
The switches, explosive blocks, regular blocks, and all those things you would have to hit as a hunted would be handled by pots on spawn pads throughout the area. Not fire pots, just the regular ones. The idea behind not giving weapons to hunted is to prevent the game from becoming a war. Hunted can shield but not attack (unless you count pots, but they do miniscule damage) while hunters can only attack (but they can wear up to four weapons if they use weapon slot ugprades). This emphasizes the need for defense as hunted and offense as hunter.
For dark maps I meant everyone has to run in the dark. Even as a hunter having a hunted suddenly appear and shield bump you away would be surprising. It would also give the hunted an advantage, using the dark as cover while they barely escape the eyes of the hunters. As a hunter you could use bright and obnoxious weapons (Vaporizers, Pulsar, etc.) to illuminate where you think a hunted may be hiding, but if you are wrong all you succeeded at was alerting hunted of your presence. More emphasis on strategy over doing damage.
@Luguiru, The thing I don't like about having "terminals" is after a certain number of hunters is reached, there is no way for the hunted to reach the terminals. One hunter could just sit in front of the terminal and spam mist bombs. That is another reason I think weapons should be standardized. Perhaps the nitronome would have CTR max, the levi ASI max, and the valiance DMG max?
Once the console is activated the match ends.
@Luguiru, The problem isn't getting to the escape room, the problem is getting to the terminal. Unless there were more than decoy terminals than hunters, each one out of sight of the next, hunters could just sit on the terminals until the hunters came. I think the objective should stay to survive until the time limit ends. Maybe activating a terminal would shorten the remaining time?
Hunters would start on the opposite side of the absurdly large map.
If you mean the console the hunted are trying to find, there would be far more decoys than hunters. Dozens of false consoles. Everywhere. At least one would always be in view, but not nearly all visible if every hunter guarded one. If there were multiple active consoles each could lower remaining time, which once depleted results in victory for the hunted team. If only one console is active then activating it automatically makes the hunted win. In both the goal for the hunters is to eliminate all the hunted.
I think having a PVP Hunter vs Hunted match is a great idea and could presumably draw a large crowd.
However, I think the suggestions for end game results so far are some what lacking and having a console/gate that you find to end the match would be largely unstimulating and complicated to award the appropriate team as winners. Nevertheless I am not going to undermine a suggestion without offering a better alternative.
Instead of having something you find that ends the match, the total match will last a default time of 5 minutes with two phases. At the beginning of the match (phase 1) all combatants are split into two teams; hunters and hunted. The goal of the hunters is to kill every member of the hunted in the least possible time. The goal of the hunted is to stay alive as long as possible. After either: a.(all hunted are dead, or b.(2:30 seconds is up, phase two would start. At the beginning of phase 2, the role of hunters and hunted would switch and after either a or b have been completed, the total match would end.
Now for the scoring system.
The scoring system would be based upon how long each team of hunted survived. Each second alive results in a number of points 1-10 (devs can decide) that would ultimately result in tied games becoming obsolete due to the rare probability of it happening. This system would give an easy way to define each winning team. Hunters try to cut down the other team as soon as possible to keep them from accumlulating as many points, and hunted try to survive as long as they can.
Now for the damaging system.
All classes can remain the same. However the hunted will receive a halved damage penalty, equal to that of being poisoned. This means the hunted, while having all offensive advantages taken from them, will still be able to implement survival tactics such as group Polaris spamming or bombing to survive longer. This feature would introduce a wide variety of strategies to the arena, instead of simply running. The chances of killing a hunter is very limited but not impossible, this would be fun. In the chance a hunted kills a hunter, the hunter could drop 1, 3, or 5 hearts for each tier respectively. Instead of a total hide and seek game, this could lure some hunted into battle in the chance of getting some previous health back. Upon dying a hunter will have a 10 second respawn period. When a hunted dies, they can ghost mode view their teammates until the second phase starts or the match is over.
Now for the payout system.
The payout system could work exactly as lockdown. Buy-in remains the same as well as payout for each team.
With this system, the developers would not have to make huge alterations to game play, while providing a new, fun, strategist oriented PvP arena. Tired of Lockdown? Head over to (insert new arena name). Also, krog farming would be no easier than playing lockdown. It would remain virtually the same.
If anyone else has any ideas to add to this or see any faults, please feel free to reply.
Or are they inevitably going to die horribly regardless?
For example, they need to find a hidden button somewhere beneath derpbillion blocks to activate a gate so they can flee to win.