2009-07-20, 21:25:04
There needs to be special events to keep people interested such as this. Remember tp'ing quickly to get the gold coin that spawned? That was definitely interesting and hardly affected the game. BUt, ive already gotten bored of bt except for testing beta's and a few friends have too, one less hostbot for west.
→ Another idea already in a td i forgot the name of - randomly appearing auras. This would add more element of randomness as well as providing a bonus for anyone who gets near. They could provide extra hp, regen, mana, move speed, stealth etc. The opposite would work, 'battlefield hazards' that should be avoided like constant damage, mana drain, speed decrease, invisibility reveal, obstacle (impassable terrain for ground and air. Hazards could also affect only air, like a storm that damages and slows down air units.
→ Or adding mid-game awards, with rewards for certain things like killing the most creeps.
→ Or mid-game 'team power analysis' where all tanks are placed in a small box, invulnerable. Spells can be cast, but will not affect tanks until the invuln wears off at the same time, allowing people to prepare. But nothing can dodge or escape. This could happen at different stages of the game, and be something to look forward to. High DPS but low hp (or the opposite) will be owned while good support actions will help the team immediately in the bloodbath. There is of course one major problem - range & dps of weapons. It would obviously favour close combat players so the arena would need to be a bit bigger, and with fog. Fog could be limited by the average range of weapons, so long range players have more sight (but less dps). I think this would balance such an idea. Short and sweet battle to the death... Prizes given based on team performance and not bounty. Keeping a team mate alive instead of getting a kill will be the better option.
Players will be forced to work as a team in targeting certain players or forming a battle plan in the time leading up to the arena match. Doing well in this should help the team achieve its goal of winning.
Right now:
Take CP's → Destroy Base → Win
Get fed on kills → outpower enemy team → Win
Or
Take CP's → face campers & fail to destroy base → enemy outpowers you → lose
Theres not much else that is significant. In preparation for an arena match, players can dictate the rules by how they play → more incentives to try new stuff → more fun.
This has a 0.1% chance of being implemented. If it is, i'll see in the beta's because i rarely visit the forum except through beta emails.
hf guys.
→ Another idea already in a td i forgot the name of - randomly appearing auras. This would add more element of randomness as well as providing a bonus for anyone who gets near. They could provide extra hp, regen, mana, move speed, stealth etc. The opposite would work, 'battlefield hazards' that should be avoided like constant damage, mana drain, speed decrease, invisibility reveal, obstacle (impassable terrain for ground and air. Hazards could also affect only air, like a storm that damages and slows down air units.
→ Or adding mid-game awards, with rewards for certain things like killing the most creeps.
→ Or mid-game 'team power analysis' where all tanks are placed in a small box, invulnerable. Spells can be cast, but will not affect tanks until the invuln wears off at the same time, allowing people to prepare. But nothing can dodge or escape. This could happen at different stages of the game, and be something to look forward to. High DPS but low hp (or the opposite) will be owned while good support actions will help the team immediately in the bloodbath. There is of course one major problem - range & dps of weapons. It would obviously favour close combat players so the arena would need to be a bit bigger, and with fog. Fog could be limited by the average range of weapons, so long range players have more sight (but less dps). I think this would balance such an idea. Short and sweet battle to the death... Prizes given based on team performance and not bounty. Keeping a team mate alive instead of getting a kill will be the better option.
Players will be forced to work as a team in targeting certain players or forming a battle plan in the time leading up to the arena match. Doing well in this should help the team achieve its goal of winning.
Right now:
Take CP's → Destroy Base → Win
Get fed on kills → outpower enemy team → Win
Or
Take CP's → face campers & fail to destroy base → enemy outpowers you → lose
Theres not much else that is significant. In preparation for an arena match, players can dictate the rules by how they play → more incentives to try new stuff → more fun.
This has a 0.1% chance of being implemented. If it is, i'll see in the beta's because i rarely visit the forum except through beta emails.
hf guys.
๏̮๏