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PVP suggestion (Danger Mission Maps)

14 replies [Last post]
Mon, 04/13/2015 - 11:58
Holy-Nightmare's picture
Holy-Nightmare

Yes there are some LD maps that are lightly based on Danger missions, but what if there were maps more heavily based on danger missions that were far more punishing than your standard maps with the biggest non player threat being floor traps.

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Ghost in the Machine Map: As points are Captured and lost doors and other paths will open, and shock traps will turn on hampering access to the midpoint. The team that is in the lead will occasionally be attacked by a Tentacle (from the Big Iron fight). The frequency of these attacks will increase the closer they get to the enemy base becoming merciless when the enemy gate is in sight.

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C42: A Giant Toxoil will spawn and mill about on the map's midpoint attacking all who come close. For every player on the losing team who is slain the Toxoil will spawn an aggressive Oiler or Toxigel that targets the winning team (these will despawn after a while and the total number cannot pass 1.5 X the number of players on the winning team). If the score becomes highly unbalanced it will spawn 2 regular Toxoils instead. The giant Toxoil cannot be killed but it will take damage and will flinch, the slimes it spawns can be killed but have twice as much HP as the regular ones and cannot flinch.

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Heart of Ice: Much like on the first floor of HOI there will be gates that can only be opened by killing a Howlitzer. Each time a point is capped an Ice Barrier (like the ones Maulos spawns in his battle) will spawn on the side facing the team that captured it, these ice patches take 10 hits to break. There will also be 2 Perma Frostifurs that spawn and will teleport and harass the players with the highest damage score, these Wolvers are able to do single or triple bites and can only damage the top damaging players.

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Legion of Almire: In this map there will be Almirian Crusader Statues at each point (2 for regular points, 4 for the center), all these statues are grey and will respawn after being broken. There is a 33% chance that these statues will spawn the Almirian Crusader, it will target and harass the one who broke the statue and will only shift focus when the player dies. After that it will target the player that killed it's target, if the target doesn't die to a player it will mill about until hit and then target that player. If a statue spawns a Crusader then it will not respawn the statue till that Crusader is Dead. Thankfully these Crusaders are slightly less bulky. In the last 45 seconds of the Map an Almirian Shadow guard Spawns to attack the team that is currently in the lead (if no team is in the lead it will spawn but not target anyone), this Shadow Guard has a massive amount of HP and cannot be killed in the time given.

Wed, 04/15/2015 - 18:00
#1
Fangel's picture
Fangel
um.

In the last 45 seconds of the Map an Almirian Shadow guard Spawns to attack the team that is currently in the lead (if no team is in the lead it will spawn but not target anyone), this Shadow Guard has a massive amount of HP and cannot be killed in the time given.
We have 12 players. Challenge accepted.

But for real now, I like the idea of the maps, however I would rather the hazards be more... Hazardous. Instead of the tentacles attacking when near the enemy base, have a large construct at the center point that these tentacles originate from. They barely reach the neighboring points but still do. The Big Iron does not activate until the center point is captured, after which it will attack any player who enters its point.

Giant Toxoil seems fun, but again, make it universal. Big guys attack players around a center point, however you can try to lure it over to another point. Have some small doorways in certain areas or mist barriers to prevent the monster from being forced to spawn-camp.

Perma-frosters seem like fun, however they should travel as a pack and both target separate players. Perhaps when they're inside a guardian shield they are temporarily turned to fight for that team? Cannot teleport into the locker rooms. How about every time a point is captured, ice is spawned around every entrance/exit to that point? Make it break in 5 hits however - that's enough that a flourish won't be super fast but a suda won't take eons.

Lastly the statues are fair. Shadow guard should spawn at 1 minute remaining. Perhaps every time a point is captured, all statues on that point break out into crusaders and attack all players who just captured that point?

Bottom line is add some mist gates enemies can't travel through and you're golden. Keeping them in one area is hard, especially with wolvers.

Wed, 04/15/2015 - 20:37
#2
Blandaxt's picture
Blandaxt
Hmm...

Well this suggestion is pretty cool except one thing, do not add any unkillable enemies, and second give the enemies a cap to their respawn. This way, if the winning team wanted to, they can shift their attention to the monsters and choose to wipe them out and not try to ignore them and keep harassing the losing team cause the monsters are unkillable and infinite respawn. I really do not want this to be another compound level, it's not really fun if i can;t win. So give the players a way to kill all the monsters, but just make that way hard to do.

Thu, 04/16/2015 - 06:47
#3
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Should probably point out that the suggested HP level is like Apocrean Harvester high.

@ Blandaxt

If you can dodge monsters in PVE then it should be a cakewalk in PVP what with all the shields and speed.
The (boss) monsters could be given a chance to drop a Krogmo coin but they would have to have such a high amount of HP that it would take nearly all the time in the match to kill it. If you got greedy for that coin you might lose the match early and no one would get the drop.

The common monsters that respawn quickly would be killable.
The Large bosses would have tons of HP.
The invincible monsters would probably only exist as a single monster of a pair.

Thu, 04/16/2015 - 09:29
#4
Fangel's picture
Fangel
Good connection

Harvester-health is a good idea. Honestly it's not that hard to kill one but yeah, that amount of health is good. I'd recommend all monsters have neutral damage resistance too to everything to allow players to flourish a toxigel.

Speaking of Harvesters, it would be great to have an apocrean map as well! I remember suggesting one way back in the day, but don't feel like finding it.

Also, what if we had one map sort of like the "collector"? A map with a tortodrone?
Would make some maps quite a bit more fun and have more open areas too.

Thu, 04/16/2015 - 09:50
#5
Blandaxt's picture
Blandaxt
completely agree!

@Fangel:

Completely agree to your whole post fangel. Having lots of varied maps with each map having a different layout and even some with special item activations like switches that do interesting things like floding the map with hell fire or something of a map changing switch that comes every 2 to 3 minutes into the match. would really love it if that could happen.

Thu, 04/16/2015 - 11:55
#6
Fangel's picture
Fangel
omg never thought of that

like floding the map with hell fire
Ohhh, what if we had a map that's all FSC-esk and whenever a team captures the center point clumps of fire drop from the ceiling? Obviously there would be water around the map as well. Would make it so capturing the center point can hurt players who go full strikers without watching where they're going. Perhaps also have one in which capturing the center point spawns fire around alternative paths and capturing either side point (near the bases) turns on sprinklers to put out said fires?

There's a lot of things that can happen with maps and having things happen when a point is captured. I'll stop going off on that for now though as this is a suggestion for monster hazards, which are great in-of-themselves.

Fri, 04/17/2015 - 14:10
#7
Blandaxt's picture
Blandaxt
hehe

Yeah, i totally agree fangel. There can be so many different games we could do and different rules we can add to the games to makr it more fun and less of doing the samr thing forever. Hope OOO can take a liking to our ideas.

Mon, 04/20/2015 - 11:23
#8
Holy-Nightmare's picture
Holy-Nightmare
@ Above

I would certainly like to see more variety in LD maps

Maybe these "Monster" maps would give out +1 krogmo coins just to make them more appealing and more rewarding for the challenge they pose.

Tue, 04/21/2015 - 10:47
#9
Fangel's picture
Fangel
Nah

Maybe these "Monster" maps would give out +1 krogmo coins just to make them more appealing and more rewarding for the challenge they pose.
These are simply PvP maps with a twist to them. No need to make them a better payout or anything, but instead just a fun map to play on.

Wed, 04/22/2015 - 11:14
#10
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Too many people are used to your typical LD and need some sort of incentive. Perhaps not more coins but the chance to get different Bombhead masks if you fill the CE bribe meter.

Wed, 04/22/2015 - 11:44
#11
Fangel's picture
Fangel
Err...

Too many people are used to your typical LD and need some sort of incentive.
But the map is chosen randomly... It's not like it's any less PvP because of the specific hazard in the level. For Lockdown, you're supposed to capture and hold down points... If you're not doing that then you're already not playing the minigame as it's intended.

As long as the maps don't pull an Avenue players will be fine with it. You see how players swarm to rock jellies whenever they randomly appear... Players would likely rush to the boss enemy and attempt to attack it. If it counted for damage that would be easy pickings of the damage-centered folk for all the rest of us.

Only thing I can think of would to have these maps have a 50% chance to recalculate a map when they are chosen so that they are rarer. Having a "rare" map with a fun hazard and less ability to spawncamp would make the map a fun and challenging one. All the "hazard" has to do is be dangerous but not rule the game... AKA be manageable.

Thu, 04/23/2015 - 08:54
#12
Holy-Nightmare's picture
Holy-Nightmare
@ Fangel

Well I don't want people ditching the game just because they don't happen to like this kind of map. There should be some sort of incentive to play on it. Some people might not like getting screwed over because the boss cripples them in a fight or they don't want to have to fight the map to win. Some might find it fun but for those who don't I'd like to give them some reason to stay.

I do like the idea of introducing alternate versions of current maps. Perhaps these could feature certain monsters in them. For example the Reactor and Facility maps could be redesigned so a Roarmulus could fire down the middle of the map from time to time.

Thu, 04/23/2015 - 15:14
#13
Blandaxt's picture
Blandaxt
nice

Nice idea holly night mare. I would really like for some maps to introduce a third party like in starwars that tries to capture some of the nodes we are trying to capture. This way it mixes up the game so that we don't always feel like were playing the same game over and over again. It would be cool if monsters could fill in that position. Or maybe even a 3 way match where there is 3 teams fighting in one map.

Thu, 04/23/2015 - 16:34
#14
Fangel's picture
Fangel
Think about it

The people who ditch LD matches because of the maps aren't going to be swayed by anything other than the 1% bribe from king krogmo. If they don't like the map they can leave with a penalty - they just lost 200 crowns in the entry fee.

Again I'm all for enemies and minibosses/bosses acting as hazards on a map, just make them the hazard. Don't have too many status traps or spike traps on the map and instead scatter monsters around. You can turn them into a bit of an asset if they get to low health and you kill them while retreating if they drop a few extra hearts.

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