WoW's Wintergrasp inspired, For Honor map dubbed:
"Battlefield Siege"
Setup:
- Weekly Event, doable once a week per hero.
- 6v6
- 40 minute timer till game ends.
- Hex map with 2 bases, 1 Siege Shop, 1 Ladder Encampment & 3 tunnels/gorges.
- The bases also include a destructible Ballista tower & a commander.
Siege shops:
- You have to capture & hold for 3 minutes. Enemies within shop perimeter pause the timer.
- If you lose control after holding it for 1.5 minutes, the timer resets for the enemy. If you lose control before holding it for 1.5 minutes, the time carries over to the enemy's timer (IE they need to only hold it for 2 minutes if you only held it for 1 minute).
- Once the Siege Shop has been held for the required duration, a battering ram is constructed & starts pathing towards the enemy base; stopping when contested.
- Once at your gate, it takes 20 'rams' (one ram per 6 seconds) to break it down.
- You can have up to 2 rams on a gate max, a 3rd one won't be constructed until one of the others is destroyed.
- The shop can switch sides, but rams must be destroyed (or contested to a halt for the rest of the match) to prevent them from wrecking your gates.
- Initial Timer starts upon zone capture.
Ladder Encampment:
- Across the map from the siege shop. Must hold for 1 minute to capture. Enemies within camp perimeter pause the timer.
- The camp spawns an additional regiment (to your base soldiers) that run to the wall with 2-4 ladders (dependent slightly on RNG & number of pre-existing ladders in place).
- A small band of supporting archers are included with the regiment. (say 20 soldiers spawn, 7 will be archers).
- Half of the troops will scale the ladder and try to hold the top portion of the wall, but will not venture further into the enemy base so long as the gate stands. Archers remain on the ground with remaining half of regiment.
- Once the gate is down, entire regiment will enter the base. Archers will scale the ladders hold the wall while other soldiers advance into the base from the gate.
- Spawn happens once every 80 seconds with a complete timer reset upon zone capture by the enemy.
- Initial Timer starts upon zone capture.
Tunnels/Gorges:
- Narrow pathways where you will find a quicker/different route to get from point A to B on the map (not necessarily the zones per se, just different areas).
- There is little to no shoulder room nor any NPC soldiers pathing; perfect for that random romantic rendezvous for two. (duel)
- 2 of the paths will lead you to a ledge next to each of the bases' walls; below the Ballista Tower but higher than ground level. This ledge is very exposed to archers on the wall, including the Ballista itself. It also reachable from in base by walking to the section of nearby wall and jumping off. Falling off the side of the ledge is fatal, but on the backside of it will be a small tier of ledges to hop down to the main ground level.
Ballista Tower:
- On the corner of each base (on the wall) will be a wooden tower with a ramp leading up to a single Ballista.
- Ballista's line of sight covers a narrow angle flanking your front wall & gate; can be used to damage rams, ladders & units. Units on the ground will be able to use pillars sticking out from the wall to avoid your line of sight.
- Hero kills with Ballista do not reward as much as a traditional kill. (have it deal 40-50 dmg on heroes, should take 3-5 hits to kill, main purpose of this is to have the Ballista for quickly removing ladders & rams)
- Takes 2 firebombs to destroy or 3 Heavy attacks to each of the 4 supports. Firebomb throws from ground level will not connect.
- Methods of reaching it would be up and over with the ladders, after breaking through the gate, or a good throw of a fire bomb thrown from the tunnel ledge.
The Commander, Troops & Endgame:
- Once the gate is broken, you have to still take out their commander. A Powerful NPC (random 1 of the 4 hero classes) who remains inside the castle, with buffs and/or debuffs & unique attack(s) (Like a grappling arrow, or a mighty 3-swing 180 degree cleave chain attack, or smoke bombs galore in a dark room.)
- Base unit spawning occurs once every 30 seconds with spawns replacing the dead. You have 2 spawn points for in base troops & one for the regiment leaving the base. Spawn rate slightly increases when the enemy gates are destroyed & the line of scrimmage is at the enemy gate. Once the enemy gate is down your units spawn rate goes from a 1.o to 1.1. (1.1 you : 1.0 enemy). Once the gate is down & the line of scrimmage is at the enemy gate (which should be the case when you take their gate), the spawn rate goes from a 1:1 to 1.2:1 ratio, a few extra npc's per spawn for the winning side. If the enemy is able to turtle & push out to the middle of the field again, unit spawning resumes to a 1.1:1 ratio. If both gates are broken, unit spawning overall is increased to a 1.2 rate, with it pushing a 1.4:1.2 ratio for the line of scrimmage being at the enemy gate. Spawn rates affect ladder camp spawns.
- Commander can be taken out without the ram & the enemy gate down, but with ladders alone, however you will find it to be more challenging while in their base to take on the enemy Heroes & NPC's without NPC support yourself.
- First team to take out the enemy commander, or after 40 minutes first to get through the gate, or the highest score (if neither team breaks through) wins.
Rewards:
- Winners - 300 Steel, 1-2 (rng based off gameplay variables) random loot crates, 1-2 (same rng) random quality armor/weapons for used hero.
[chance of rare for rep 0, rare for rep1, rare with a 25% chance of heroic for rep2].- Losers - 100 Steel, 0-1 random loot crates (same rng) 1 random piece of armor for used hero.
[common for rep 0, chance of rare for rep 1, rare with rep 2]- MVP's of the round (top scoring players of both teams) receive an additional loot crate.
- With the dedication of playing each of the 12 heroes, that's a possible 1200 - 3600 Steel & 0-24 random loot crates (up to 36 if you are the MVP & winner of all 10 games, an achievement of it's own, not to mention the 12-24 armor/weapon drops)
I like this and think it could be combined with the sugesstion made here: http://forums.ubi.com/showthread.php...-Battering-ram!
Lol your thread was the initial inspiration! From what you pitched it made me think of wintergrasp back in WOTLK & I started writing stuff down.Originally Posted by Kyoukitatsu Go to original post
I would so love to see this in game, but if it anything like this gets introduced it wouldn't have rewards quite like that. We already get 4200 steel per week in just the dailies, plus whatever we get from the contract orders. If they gave us that much more steel, I could have my mythic outfits in no time. Maybe just have it be a one time steel reward of say 1200-ish steel and around 5-7 scavenge crates per week, but keeping the gear gear drops similar to what you mentioned. I would also like to see it replayable with the same classes with comparable exp to dominion, given the time it takes to complete. If it takes maybe something like 3200-3800 exp per match.
But anyway, this looked like it would be incredibly fun and I would play the hell out of it.
Thank you. The rewards seem high, but so is the effort required. I was trying to find a balance where you would get minimal reward for some effort (playing on 1-2 heroes), a decent reward for moderate time put in (3-6 heroes) and something to be on par with the dailies when all 12 are completed. People will also be prioritizing their time. Do they only have time in a week to do the 4 heroes they favor over others? Or do they prefer to do only do 6 heroes and stack as many dailies as possible? (and not all dailies will apply to the scenario.) Those who aim to complete everything from dailies, contract to events will devote a majority of their time in playing this game. It's like Rick Sanchez said in Look Who's Purging Now, "All right, okay, fair is fair. If you do extra work, you get extra food."Originally Posted by KUJO_KID Go to original post
Mind you, the values are dependent on victory. If you won 9 out of 12 in a week you're at 3000 steel & 9-21 crates; not including those if you were MVP. The cash may not seem all that present, but the real appeal is a decent chance for heroics & a great deal of xp for a hero for 40 minutes of time.
For the replay-ability, I would say only in practice. The rewards were lush given the exclusiveness of the availability to participate. Scaling the rewards further down & having replay capability would seem like you'd have more people jumping ship if it looks like a long turtle resulting in a loss. I would go as far as to have those who leave in the first 20 minutes (manually, not by d/c, which can still be exploited) have it counted as a loss being a retreat, but connection issues & limiting it to once a week per hero would cause a huge uproar (understandable so). But I agree, with it being limited to one run for one hero a week, the experience could range from 4-10k. If you were to make it replayable, scale the rewards down & put in place a deserter penalty within the first 5 minutes; something minor at first to not punish those who dc, but have it scale for repeat offenders.