Intro and Objective
This would be a free for all PVP and PVM minigame in which 20+ players are teleported in random locations in a gigantic map that only partially resembles those of clockworks.The Objective of the game is, simply put,to survive!Rounds would be 30 minutes to an hour long,and people aren't separated by tiers.Monsters are basically DX versions of T3 ones with additions that may be big like this or small like simply giving mechaknights myriad round alchemers. Once one falls he is permanently eliminated,and while he won't be able to take vengeance upon his killer,he gets to influence,but not totally control(as that's up to the generator b/f and as the map goes on),the spawns,weather,and events that happen later in the game.Lower ranked people are put in places where monsters are less common.
Equipment
Your equipment doesn't have any effect on the ones you get in game;they're basically void.Equipment granted within the game resemble mostly 1* weapons and armor,w/ a few equipment that resemble higher * armor but has stats downgraded to that of a 1*.ASI and CTR don't exist in this game while others do.While each person gets 4 weapons and 2 armor pieces and a shield,what they get is completely random.Just know that despite its 1* resemblance,A monster or a player shouldn't be able to kill another player in less than 4 hits,but no more than 10.Monsters have the health equivalent to slighty more that of T1 up to no more than stratum 3 health.Whenever a player kills a monster,they heal a small amount.Whenever a player,they take their equipment.
Now let's talk about shields.There are 3 different shields that grant different ways of defending but don't have as much significance as lockdown does,so no concrete classes.
Shield A basically defends like the normal ones in the game and statistically a plate shield w/o the movement/AS decrease.Nothing to add here.
Shield B's barrier is based on Time rather than health,so while your absolutely invulnerable for 5 seconds,you can't turn it off once started,and this one has a slower regeneration rate.The barrier aesthetically shows 3 revolving shields outside of a faint barrier.
Shield C doesn't have a barrier;you have a large shield you wield and a 25% smaller shield on your back.It takes no damage on normal attacks from players,and has atleast 2x durability against monster attacks.The Catch?There's no barrier,so you have to aim w/ your defends.Also, it doesn't defend against blasts,bombs,and player statuses,so be careful
What dash type you get has no relation to what shield you have.
The biggest difference between Type A and the one we have now is that A grants invulnerability while dashing,and the knights will rapidly blink while dashing.No attacks can be performed while doing this;6 second cooldown
Type B is half the distance of Type A,but you're able to do a first slash or shot,but no charge or other attacks.Also goes at a greater speed,lacks invulnerability, and has 2 second cooldown.
Type C is the least common of the 3 and only grants invulnerabilty towards monster melee attacks.However it can go through monsters,lasts up to 15 seconds(can be curtailed by own user) while going at 130% speed and highly controllable.Any attack can be performed during this,but they also curtail it.Additional 20 second cooldown
If one kills a player w/ a different dash type and/or shield,he gets to now choose between them at any time.
Map,Terrain, and Weather
There's many distinct sections of the map differentiated by primarily their weather.With that said, the lines get blurred as time goes on,especially w/ the fallen gaining more and more influence.Terrain affects combat, and if conditions get severe,a major catastrophic event may occur(like a tsunami),but unlike other weather patterns,these actually have warnings for knights to take cover.These may affect some monsters as well,and status resists don't protect against terrain.
Snow-Lower movement speed and dash distance
Ice-Lowers friction and overall movement control,also increases dash cooldown
Grass-usually a sign of more enemies,as more enemies are in grasslands and woods,otherwise normal
Cliff-while one can shoot from there,they can't shoot from below there (no Z axis)
Metal-Shields improvement,but traversing on it make loud sounds that can alarm your opponents
Rock/Sand-Dashes cause obscurity against others w/ flying sand,but 'stop' period right after dashing is longer
Rain-Attack speed is decreased
Note that one can't use a personal map of any kind,and one's vision is changed to a circle/oval covering most of the screen.The screen is darker or lighter than normal depending on the place you're in,and while one can see the public chat box, one can't see the rank,name,guild,or popup chat boxes(while talking) of another player while they're on screen,and they aren't notified of their killer anyways.The amount of 'tokens' to spend increases on game survival rank(not the highscore one) monster and player kills.
Don't get me wrong, I'd love a proper FFA game-mode to be implemented, but it just can't happen to the degree you want it.
You just suggested bringing in terrain, weather, PVEVP, new dash types, new shield types and new token systems. It took OOO over a year to bring out armour and guns, this'll take ALOT longer.
I personally don't want to wait 3 years for the next update and at their rate of progress I wouldn't be at all surprised if it does take that long for this game-mode to be made (if they decided to do it). I also think that if they are to spend alot of time and effort into a massive update it should probably be more PVE based (new story parts, introduction to new level types, core, maybe even terrain and weather).