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Capture the Keys- PvP mode

2 replies [Last post]
Tue, 05/10/2011 - 21:37
akragster
Legacy Username

Now, I'm not going too in-depth tonight (it's 12:20 A.M. here), but I'll get the basic form up for feedback.

Basically, the entire match takes place on a symmetrical field with one team on the left and one on the right. At the "goal" walls (the far ends), are three key gates that can only be opened by a key that spawns a short distance in front of the gates. In the center of the field is a large heart that can be picked up by anyone.
Players all spend the same amount to get into the arena (probably 10 CE or maybe 400 crowns [ME cannot be used, as will be explained in a bit]). Once one team wins by opening all three gates, they get to continue on to a standard gate that asks them if they want to continue (descend). However, the winning team also gets their entry fee back as well as half their opponents entry fee (so a 10 CE match would provide 15 CE to the winner (assuming it is a CE match), teams are always even). This allows the economy to have another crown/energy sink as well as allow skilled players to make quick money with lots of risk (beware, there will be lots of team stacking).

Back to the actual field, players will attempt the goal of grabbing the key and taking it back to their side. Players may not be within two wolver's lengths (hey, we don't have any actual units, so...) of their own team's key. Once a player grabs a key, taking any damage will cause them to drop it. Players who die are automatically revived after a length of time dependent on the standings (if the dead players team is winning by two, it will take 3 seconds, if winning by one, it will take 5 seconds, if both teams are equal, it will take 10 seconds, if the team is losing by one, it will take 15 seconds, and if losing by two, it will take 20 seconds). This, as well as the heart in the center of the field ensure that a winning team will have the momentum to finish the game, thus reducing the time it takes to complete a match.

Seeing as this was made while my mind is trying to force itself unconscious (I need sleep), there is likely some balancing that still needs to be done. Feel free to give feedback on what will work, won't work, or would just plain be cool (spikes everywhere?).

Wed, 05/11/2011 - 22:10
#1
MeSako
Legacy Username
I like this.. But I rather

I like this.. But I rather have only one key.. that starts out in the center of the map.. and when it have been used (on either side) a new one spawns in the center, where some knights from both teams are waiting (fighting)..

But how many knights should there be on each team? I would suggest 4 knights on each, making it 8 players per match.

Thu, 05/12/2011 - 19:49
#2
Cyberhaven
Legacy Username
I would like to see lots of

I would like to see lots of obstacles too make it more challenging and more strategic. Having guild vs guild would also be fun where both parties stake a certain amount of CE that they both agree upon. Gambles are fun so guilds should have the right to do that, also I would be enthusiastic if they would add obstacles in the arena that differ from the obstacles in the clockwork gates.

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