I was chatting away with guildees when I came up with (what I believe to be) a neat idea. I understand this would be relatively difficult for the programmers to design but if they managed I think it'd make a rather enjoyable game mode for PVP players, as LD and BN are getting rather boring (I enjoy BN and all but no-one is ever on so it's pointless).
So here's the idea; One set of players spawn as Knights. Their job is to reach the lift at the end of the mission but in their way are the Mobs. These are the other players. The mobs have set respawn points (they choose which one to spawn at after they die) and their job is to stop the knights from reaching the end of the depth by killing them. Knights do not respawn. At the end of the first round both sides will switch sides (knights becoming mobs and mobs becoming knights) and then the same happens. The winner is the team that manages to get the most knights to the lift.
Tiebreaker:-
It's pretty easy to draw by the above rules. So in order to tiebreak in the following scenarios;
-Both teams get the same amount of knights through (other than 0): the team that managed to get their knights through the fastest wins.
-Neither team makes it to the lift (the time taken to die is the tiebreaker).
Mob Selection:-
This can either go one of two ways. The mobs available should be based on the map. E.g. if Jelly Palace were to be a map there should be no players strolling around as a Trojan.
1. Mob selection is almost completely random.
2. Players select their mobs. Stronger mobs maybe cost time and/or have worse spawn points available.
Possible trinkets:-
There could also be the introduction of trinkets made for the specific use of this PVP mode. These could include trinkets with effects such as increasing 4% chance on spawning as an advanced mob or Resisting Normal damage.
Knight's equipment:-
Just to make it clear, knights would use their own equipment. There would be an armoury box at the start of the depth with the usual one-way force-field or party button before the battle begins. The force-field/party button will not allow players past until the game beings. Alike LD, players will have time to reach the starting gate before time actually begins. Knights would also be able to use sprites and attain vials and such.
Aren't Knights OP compared to mobs?:-
Not at all. The biggest weakness of a mob is it's predictability and indecision. Mobs have strange habits such as standing looking at a player, moon-walking around or walking into blatant traps (damn right Trojans, I'm looking at you). Not only that but the Mobs are respawnable and it maybe possible (in a 12 player mode) to have 4 knights, 8 mobs (with there being 3 rounds to let everyone play as Knight and Mob).
Why would you need this? Isn't BN and LD enough?:-
No. Everyone knows that BN is dead and once you've completed SK you have 4 options. LD until you're bored, quit Sk, bash vana for no reason other than to look prettier or sit talking in Haven while looking at the new items you want but you already have. A new PVP mode can only liven things up.
Most SK players are PVP players and I'm sure they want something new.
Also on the mob part,I believe mobs should be a resembling mixture in game mobs and new ones.
I believe there shouldn't be raw upgraded versions of mobs,each should have their respawn 'quirks'.
Also,the I'd suggest for at least some of the mob types to deviate from the 4 most basic RPG classes, perhaps like one that specializes in ranged and heavy flinch-power combat,but has low attack speed.