Hello, my name is ham, I don't usually post in this section, but I think that spiral knights should have a capture the flag pvp mode. I have spoken to many players about this and they all agree that they would love to see something like capture the flag be inserted into spiral knights. I this this should be added to the game because the pvp community is getting bored with the same old thing, so I think it's time for a change. The plan for capture the flag wouldn't be that different from random lockdown, there would still be the same classes striker, recon, etc, but instead of fighting for multiple points, you fight for a single flag somewhere in the map, and you have to use the classes to bring it back to your locket room. The winner of the game is determined on who got the flag into their locker room the most in a certain amount of time. I think this would make a fun addition to the game, what do you guys think?
Capture the flag in Sk!
That's where you're wrong, capture the flag consist of running to get a single object, you are not holding down points you are obtaining something to get points, and in ctf you are not hiding, as the opponent is trying to get the flag back to the base you try to kill him so he doesn't get there, ctf and the lock down we know is 2 different things man. Wait .. and you just say the community is not getting bored??? You Know How Many Players CONTINUSLY say they are bored everyday?
Then why do these people 'CONTINUSLY' play the game everyday?
Because they got nothing else better to do xD
I personally think that all efforts in game development of any kind should go toward advancing the storyline further. Once that's done, you can add whatever you want, but right now, please just advance story line.
As for having nothing better to do, i suggest reading, writing, drawing, piano lessons, or any other assortment of hobbies.
@Tt-Ham:
I feel if a capture the flag game was implemented, there would be no point to having a defender. Having a recon and striker would make the game more sneaky/fast pace. This way, the game would not seem to the slow moving defenders who can't cloak and go invisible with the flag on hand.
You give players just 2 choices for PVP with one just being a copy of an old game and one allowing them to use and show off gear they have made you can be sure they will play the one with the most original idea.
CTF would be an interesting gamemode, in fact it would be wonderful if SK developed a bunch of new gamemodes for LD and randomized them in with the regular CP maps.
CTF: Capture the flag, your team gets points based on how many flags they bring to the drop area in their base. Flag holders lose their shield and all armor buffs as well as gaining an MSD low. This way classes like strikers can get the flag quickly but can't run off with it quickly forcing teams to cover them. If the Flag is dropped then a timer starts on it, if the timer finishes before someone on your team (the one trying to cap it) pick it up it jumps back to the enemy base. This makes recons valuable for resetting the timer and sneaking in, while guardians are valued for the cover they give. You team can't pick up your own flag when it is dropped so you must worry about whether to try and cap or defend your dropped flag.
Arena: Simple quick fight to the death, no respawning. These are done with 5 rounds (maybe more), whoever wins the most rounds wins the game. People who ditch in this gamemode are charged CR, this is to discourage leavers.
CP: The current LD model
KOTH: The current LD model with just one Cap point, the map is large and throughout the map are special pickups that can help in battles. This includes Vials, Turrets, HP and remedy capsules, etc.
Payload Race: This is pulled straight from TF2, you and your team are tasked with getting a cart from point A to point B, the enemy team is to do the same. You are trying to get yours to the end first. On the map there are several places which the carts would pass near each other. In these areas teams would battle wit the victor getting to keep pushing theirs. The number of ally players near their cart would determine it's speed.
Territorial control: https://wiki.teamfortress.com/wiki/Territorial_Control
I felt that CTF wasn't necessary write now, as the story hasn't been finished. (Read Blazeshot's post). When the story is finishes, it would be more appropriate. I also didn't think many people will play it for too long, unless it offer's more Krogmo coins. People will try it at first, as they will be excited about something new, and then they will get bored of it and continue LD. This is my theory, please don't argue/fight about it.
I think is necessary because what are we going do after the story is finished? Some people have completed the recent missions in 1 day, while is this was implemented you could have fun.
@Blandax- I think guardian and recon would still play a important role, guardians could shield their teammates why trying to bring the flag, back to their base, and recons could try and sneak past everyone.
@Tt-Ham:
As long as guardians shield ability creates a ban field where the opposing player's can't pick up there glag ot our flag while the guardian shield is up, then i can see guardians being usable. Right now, if a guardian was to pick up the flag, they would move slower and have no armor defense.
How about the flag just removes 30% of that player's defense instead of it removong all forms of armor defense?
I was thinking it would be neat if only guardians could capture the flag, however I like Holy-Nightmare's idea on the matter better. However, I would say they keep their defense but are inflicted with an eternal poison status.
Heck I just came up with a better idea:
Each team has 6 crystals. Each crystal stands next to each other in a line. Each mineral represents a status type, such that: red is fire, blue is freeze, green is poison, yellow is stun, purple is curse, and tan is shock. Each of these minerals has an effect on them that lets us know which is what status (shock is pulsing electricity, fire is burning, poison is bubbling, etc). Upon attacking the mineral (3 times), it breaks into a "large" status deposit, alerting the other team, and creates a status mist on the floor. If the minerals are left on the ground for 35 seconds they will respawn into the mineral stack again, however if they are broken ever again they are now a "medium" status deposit. Picking up this mineral will cause the status mist to be eternally below you, repeatedly inflicting you with the status (and anyone who is walking behind you). Status strength on the minerals increases per tier, so you can't become immune to the statuses in tier 3!
Large minerals give you a MSD: VH debuff, and ASD: Medium debuff. Medium minerals give you a MSD: medium debuff and ASD: low debff.
Now, the point of the game is to all the enemy minerals back to your base. You need a total of 12 minerals to win (so, 3 "large" deposits at quickest, and all "medium" deposits at slowest). Once a status mineral is captured, status vials of that sort for the appropriate tier will appear in your locker room on a respawn pad. If you want those shock vials you need to go capture their shock mineral, and suffer through shock until you get it to your base.
You will also unlock extra consumables depending on how many minerals you have. At 4 minerals, you unlock remedy capsules. At 8 minerals you unlock barriers for each status you have captured (and all future captured statuses). At 10 minerals you unlock health capsules of the appropriate tier. At 12 minerals you unlock vitapods(explained later). All of these consumables take longer to spawn on their respawn pad, barriers taking 3 seconds, remedy capsules taking 7, and health capsules taking 10 seconds to respawn. Vials and vitapods respawn after 1 second.
To drop a mineral, players hit the shield key. This means a player cannot capture a mineral by just being fast as a striker. Players carrying a mineral are granted a defense up however, so although they're slow they can still take a few hits. Players carrying the mineral will also regenerate health at 1/2 pip per second, but this can still be nullified via poison.
When a player leaves, the team they left gets a "pity boost" to their consumables. A player leaving adds their percentage on the team to a phantom mineral count. What do I mean by this? If half your team leaves, then you'll have 6 phantom minerals out of twelve. This means you will unlock remedy capsules even if you haven't captured any minerals. This is also the only way to get vitapods to spawn inside your base. Vitapod values will increase per every number over 12. In tier 3, this means at 12 mineral count (including phantom), you get a 3 vitapod. At 13, you get a 6 vitapod. 14 a 9, etc. If your entire team leaves except for you, and you've managed to capture a mineral or two, then prepare to become a one-knight army.
I think this is everything, my ideas are starting to burn out.
Bottom line is that a CTF gamemode like this would be unique to Spiral Knights in its own way while still being a different kind of gamemode. Players that like lockdown can keep playing lockdown as a sort of arena mode, and players wanting a more competitive and co-operative environment can move into Mineral Mania.
@Fangel:
I like your idea fangel. It's pretty unique. The only kink i see in this idea is how will players pick up the ice status and move around? How will the ice mineral status affect the player picking it up?
Why only guardians capture the flag? Because strikers would be too op?
Make every class have their own equipment and armor, and the game would be balanced, everyone would stand a chance because the gamemode already provides the equipment needed so should be easy to get a group to play.
Nice idea like it. Please loook my idea too for a better gameing http://forums.spiralknights.com/en/node/110755
I was away from the forums for about 5 days and I at least wanted to check on on this thread before I forget about it.
I totally didn't think of freeze in the equation of statuses, however I guess guardian shields could block status from being inflicted on teammates that are under the shield. This requires a bit of teamwork, and if it's just you VS the other team it might be hard to survive as a guardian shielding as you walk with a single mineral.
I would say, for this game only, you can break out of freeze by struggling. What I mean by this is you'd attack several times, depending on your resistance to the status, to break free. Teammates and enemies would still free you with a single hit (yes this means we're bringing back teammates clearing you of freeze in this PvP game, at least for the mineral's freeze), but if you had a lot of freeze resistance in tier 3 that means you'd only have to attack 2 times, whereas someone weak to freeze might need to attack 9 times. I say struggle because bombers don't have time to place 9 bombs to free themselves, so just flailing their arms in the air 9 times at most will free them.
@Fangel:
I totally agree with the bomb suggestion. It would really suck if the bombers have to wait for fuse times. Though we could also make it that bombers have a reduced amount of time they need to use the bomb to escape. Though i think your idea of flailing their arms is better.
We have to capture and defend currently in PvP. It pretty much is the same as Capture The Flag, if you have ever played it. Instead of hiding, we are supposed to kill the opponent team. I don't think the player's will be entertained by a game in which we are supposed to 'hide'. The PvP community is not 'getting bored of the same old thing'...