Here is my basic proposal for a new battleground system for World of Warcraft. I believe these changes are possible with the current systems mostly/already built into WoW. This should allow 24 hour combat along with player rewards in gear and achievements. I believe the effort and gold put into offensive or defensive measures by the factions will balance the game. With low effort on both sides, a battle could rage on for months. With massive effort and little resistance, it could be over in hours.
By the way Blizzard, I would really like a job and credit for these ideas!
Email me at Protiguous at Protiguous dot Info
- Factions
- Each faction can consist of Alliance, Horde, or a mixture of both.
- Communication is faction only. All other communication channels are disabled. (vent spies anyone?)
- Faction is determined by player's current reputations. This should effectively make the two factions separate into horde-only and alliance-only factions, but whoever raises (or lowers) a certain reputation *would* be able to compete with the other faction.
- Players
- Players can be of any level, race, or class. (No restrictions)
- Players can freely enter or leave the battleground by foot, mount, hearth, or mage portal at any time.
- Players can form groups. (100 man group anyone?)
- PVP flag is on at all times in this battleground. (Always!)
- Players can come from other servers (as battle groups do now).
- Killing another faction's player gives honor points (as normal battlegrounds do now)
- Leaving the battleground for 15 minutes resets the player's battle-rank.
- Mounted (flying or ground) players can only take X% of their maximum health before being dismounted.
- More time spent alive healing, killing, mining, or constructing (and not afk!) in battleground increases battle-rank.
- Groups
- Groups can merge if the group guide accepts an invite.
- NPCs
- Vendors
- Moderate amounts of HP.
- Stay inside buildings.
- Heroes
- Massive amounts of HP.
- Orders can only be changed (to defend, scout, or attack) by a player of same or higher level as the hero.
- Hero will have attacks and spells appropriate to its most [peon] collected resource. (meaning if a peon collects stone the most often, it'll have 'stone' spells)
- Scout mode: wanders off in the general direction of the enemy factions Castle.
- Attack mode: attack any enemies seen.
- Peons (aka: peasants)
- Any player can hire a peon with their own gold from a hiring vendor.
- Each peon starts off scouting for any resources.
- Each peon starts off as a level 1.
- Every X times a resource is turned in to a collection building, the peon gains a level. (more HP, more damage reduction, faster running)
- When a peon reaches max level, it becomes a Hero and stops collecting.
- Each peon stays in battleground until it dies or the battleground resets.
- Can be directed to repair/build a building, collect a resource, or scout.
- Killing another faction's peon gives minor honor points.
- Player must talk to a peon (while neither are in combat) to change its orders.
- Player must be of the same or higher battle-rank to change orders.
- Peons walking to or from a resource will run fast into the nearest faction building if it sees an enemy player.
- Scouting peons that sight an enemy run away fast towards last seen faction player or building yelling for help. (this gives interesting options: find and kill enemy players or take a chance of being killed by those players!)
- Collecting peons that are attacked run away fast and then hide (vanish/stealth) as soon no enemy is LoS. (meaning a rogue with rocket boots and sprint can most likely kill the peon)
- Any hidden peon will return to scouting after a random delay.
- Any scouting peon that find a resource will start collecting.
- Any killed peon or player will drop any resources being carried and become available for anyone to loot. (do peons loot corpses they find?)
- Peons are named after the person's guild who hired them. (guild combat vanity pets :P)
- Scouting mode: peon walks around looking for resources or enemies.
- Vendors
- Resources
- The archeology profession and haste will increase the mining swing rate.
- The miners strength and mining skill will determine the amount of ore mined per swing.
- Ores will stack to the normal 20 pieces, as it does now.
- Any resources used, bought, or collected in the battleground cannot be taken back to normal world.
- Limited Resources
- Battleground starts with a finite amount.
- Higher iLvl provides more HP in construction of buildings.
- More resource can be bought from (killable) faction vendors with player's gold. (These factions vendors will have unlimited quantities.)
- Any bought resource adds directly to the faction's reserves. (or to the backpacks?)
- Can be mined by players and peons.
- Must be packed back to a collection building by players or peons.
- Stone (dense, heavy, etc.. )
- Metal (copper, tin, silver, etc.. )
- Gems ()
- Unlimited Resources
- Always available. Constant but slow collecting.
- Mana
- Air
- Electricity
- Wood
- Most basic construction material.
- Cut from trees.
- Combat destroys trees.
- Trees to slowly grow back (randomly, nearby, not same spot).
- Trees block line of sight.
- Structures
- Can house players.
- Buildings absorb damage before players inside.
- Bigger buildings can hold more players.
- Rogues cannot stealth inside, as there are DOORS on these buildings.
- Type of construction material determines damage reduction (wood-weak, stone-medium, metal-strong)
- Have a base static amount of HP per the resource type (wood-weak, stone-medium, metal-strong) and any addons.
- Area-wide buffs can give HP increases and defense increases.
- Faction buildings can be razed by highest ranking faction member to regain 50% of solid construction resources.
- Buildings destroyed by melee can be mined to regain X% of wood, X% of metal, and X% of stone construction resources.
- Buildings destroyed by magic (fire/ice/shadow/holy) can be mined to regain X% of wood, X% of metal, and X% of stone construction resources. (X% should be less than melee-destroyed)
- Melee attacking buildings damages weapons' durability with each hit. (melee will want to attack with slow but strong weapons!)
- Casters attacking buildings consume twice the normal mana for the spell cast.
- Buildings block line of sight. (can wow block overhead from non-LoS players? that would make team ambushes awesome!)
- Destroying an enemy building gives minor honor points (divvied up among all current attackers by percent of damage done).
- Castle
- Hearthstones can be set to the Castle.
- Allows other buildings to be built and resources to be collected.
- Cannot use hearthstone if the castle is currently destroyed.
- Starts off with 1 peon per resource type to collect resources.
- Castles have some sort of automatic self-defense. Maybe one of each possible addon? (one enemy should not be able to destroy a full HP castle by themselves)
- Arrow Towers
- Automatically attacks enemies within range by arrows.
- Consumes wood reserves per arrow fired.
- Upgrades fire faster. (haste increase)
- Magic Towers
- Automatically attacks enemies within range by fire/ice/shadow bolts (auto rotation and tracking).
- Consumes mana per bolt cast.
- Upgrades fire faster. (haste increase)
- Collectors
- Allows resources to be collected by entering.
- Automatically takes resources from peon or player's backpack.
- A collector-building under attack (in combat) cannot not accept/collect any resource. (choke point)
- A mana collector building provides faster mana regen to nearby casters. (consumes faction's mana reserves)
- Building addons
- Can be bought from faction vendors with player's gold.
- All default to On if capable of being toggled.
- Can be toggled on or off by highest ranking player inside building.
- Gnome/Goblin Air Blasters
- Automated.
- Knocks back enemies.
- Consumes faction's air reserves per knockback.
- Can be constructed by gnome/goblin engineers by using faction's air and metal reserves.
- Goblin/Gnome Shockers
- Automated.
- Damages enemy with chain lightening.
- Consumes faction's electricity reserves per initial cast. (can we get an area-wide buff elemental shaman mastery style? maybe use the highest mastery of players inside building as the addon's mastery?)
- Can be constructed by goblin/gnome engineers by using faction's electricity reserves.
- Night Elf/Troll Mirrors
- Passive. Reflects spells until broken my melee. (low HP, a building version of a totem.)
- Can be constructed by night elf/troll engineers by using faction's metal reserves.
- Dwarf/Tauren Plating
- Can be constructed by dwarf/tauren engineeers by consuming metal faction reserves.
- Human/Undead something.. camouflage? holes in walls for ranged (hunters/casters)? any ideas?
- Goal
- Ultimate goal is to destroy the opposing faction's Castle. When this happens the entire zone is reset (to some starter resources and buildings) and unavailable for 15 minutes.
- Decent honor points are awarded to winning faction, and none to the loosing faction.
- Own more resources and buildings to gain area-wide buffs.
- The faction with the most collected of a resource is given an area-wide buff (damage increase?)
- The faction with the most buildings gains an area-wide buff (defense buff?)
- Vendors are only available after Faction is currently 'winning' for X minutes and X number of Faction players are in the battleground.
- Future Topic - Any Ideas?
- Future Subtopic - Any Ideas?
Feel free to comment with constructive feedback!
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