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[Submit your idea] - New scenarios & mechanics

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nebelwerfer
Posts: 646

Re: [Submit your idea] - New scenarios & mechanics

Post#31 » Thu Mar 11, 2021 6:51 pm

bump

maybe add some warband v warband scen

and please please please no explosions. i hate this :lol:

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Ekundu01
Posts: 306

Re: [Submit your idea] - New scenarios & mechanics

Post#32 » Thu Mar 11, 2021 7:47 pm

The Pyramid of Settra

12v12

2 giant LotD skeletons spawn one for destro one for order in the middle of the map.

They can't be damaged by players.

They do minimal damage to each other. Think like 1 damage a swing.

Baubles similar to Tor Anroc or the ones that spawn in doomfist will spawn in random spots all around the map the baubles would do no damage to the players that pick them up. Players pick up the baubles and emit an aura same range as knight and chosen aura that will allow your NPC skeleton to do more damage (you have to bring the aura to your npc). The buff would last 2mins from time picked up and will be dropped upon death if time is left. Damage increase for the npc would start off low and ramp up the longer you stay in range of the npc. The buff won't apply to the npc unless in range with the aura and if you move away or get punted away you have only 10seconds to get back in range or else the damage buff on the npc resets.

First team to kill the npc or which ever has lower health at the end of the match wins.
Trismack

CannonFodder1
Posts: 28

Re: [Submit your idea] - New scenarios & mechanics

Post#33 » Wed Mar 17, 2021 7:05 am

Ekundu01 wrote: Thu Mar 11, 2021 7:47 pm The Pyramid of Settra

12v12

2 giant LotD skeletons spawn one for destro one for order in the middle of the map.

They can't be damaged by players.

They do minimal damage to each other. Think like 1 damage a swing.

Baubles similar to Tor Anroc or the ones that spawn in doomfist will spawn in random spots all around the map the baubles would do no damage to the players that pick them up. Players pick up the baubles and emit an aura same range as knight and chosen aura that will allow your NPC skeleton to do more damage (you have to bring the aura to your npc). The buff would last 2mins from time picked up and will be dropped upon death if time is left. Damage increase for the npc would start off low and ramp up the longer you stay in range of the npc. The buff won't apply to the npc unless in range with the aura and if you move away or get punted away you have only 10seconds to get back in range or else the damage buff on the npc resets.

First team to kill the npc or which ever has lower health at the end of the match wins.
I second this, it is a different type of scenario which is welcomed over doing the same thing just in a different map.

CannonFodder1
Posts: 28

Re: [Submit your idea] - New scenarios & mechanics

Post#34 » Wed Mar 17, 2021 7:48 am

Garden of Morr:
Once a beautiful Elven garden used to worship the ancients now lays in ruins with toxins that fill the air, erasing everything that you remember....

You awake! Remembering nothing of your past self, your loyalties or enemies. Around you lay all races, just as disoriented. As you peer across the battlefield Warbands are approaching, instinct takes over and you gather those around you and charge into WAAAAR.

12 vs 12 vs 12 King of the Hill scenario (possible 6 vs 6 vs 6 based on server population ect.)

Three 12 man teams comprising of all races Order and Destruction, zone in, one at each of the three corners and once the gates drop they race to the center to battle over the Monument. The team that controls the Monument the longest wins.

Possible ways to control the Monument:
- just being around it like other scenario objectives.
- a player uses a channeling spell that eats AP, once AP is used or player is killed the channeling ends. Channel cannot be interrupted or stopped in any other way. Channeling player cannot move or use skills. Possible more than one Channeling player at the same time, maybe have it capped out at 6.

All the enemies have red health bars so you will not know who is on which of the 2 opposing teams so you can't really have 2 teams gang up on each other. Crazy and fun concept, who doesn't like that.

CannonFodder1
Posts: 28

Re: [Submit your idea] - New scenarios & mechanics

Post#35 » Wed Mar 17, 2021 8:46 am

The Arena:
Captured in battle or disgraced by your clan, you are thrown in the pit to do battle as Gladiators of the Arena!!! Three teams face off in a battle to the death, you have one choice; to fight with your team or DIE.

12 vs 12 vs 12 (or 6 vs 6 vs 6) Scenario with three teams made up of mixes of Order and Destruction.

Starting locations are the blue, green, yellow areas of the map. As the gates of the pits open, teams race out to capture a murder ball. Three "Statues of the Champions" (seen in one of the pictures), a Black Orc, a Marauder, and Disciple of Khaine surround the Arena (interchangeable with other classes or NCPs, Ogre, Skaven?) At 4 minute intervals a Champion will come alive and attack, all three teams will continue to kill each other and the Champion. (more contribution is given for concentrating on the Champions during these phases) By the time the Third Champion is killed or at 15 minutes the team with the highest contribution wins.

Both opposing teams will have red health bars to make it harder for 2 teams to team up against the other.

CannonFodder1
Posts: 28

Re: [Submit your idea] - New scenarios & mechanics

Post#36 » Wed Mar 17, 2021 9:15 am

For both of my suggestions above. I think group making mechanics would be roughly half and half of order and destro on each team with good mix of classes such as 2x2x2 or 4x4x4 to the fullest extent possible based upon population. I think premades can still be doable if the party is no more than half of the team. 6 for a 12 man team setup or 3 for the 6 man setup. One benefit is more players available to have a scenario, especially during off peak times. Additionally, noone can whine about the other team being overpowers or unfairly balanced. RoR is kind of monotonous, doing the same thing over and over, this might spice it up and a good way. The Pyramid map looks like it could be set up in a similar way using 3 separate teams.

CannonFodder1
Posts: 28

Re: [Submit your idea] - New scenarios & mechanics

Post#37 » Fri Mar 19, 2021 11:23 am

I'm kinda surprised by the limited number of responses! Where is the enthusiasm???!

buffalosolja
Posts: 4

Re: Ideas - New SC Mechanics

Post#38 » Fri Mar 19, 2021 11:30 am

space44 wrote: Sun Feb 14, 2021 5:19 am Castel Fragendorf seems too large and maze like to be a scenario, i believe it would be well used for a servers first PvE 24 man raid,(Story) a castel infested and taken over by the skavens and for order it their job to retake the fortress and avenge the previous occupants that has perished in the unfortunate quick slaughter and occupation, for destro your job is to slaughter the vermin and help occupy the fortress for chaos to have a better vantage point for the soon siege of Altdorf....

Orrrr make it like a instanced guild only scenario which works the same as a keep siege, (24 guild warband vs 24 guild warband) 2 rounds destro and order gets a RNG for who defends the first round if the defender wins the first round thats 100 points if the attacker wins the first round thats also 100 points, the second round gives the first round attacker a chance to defend and the same rules and concept applies its a 1 hour timer scenario which rewards 20 oppressor medallions or which ever the devs feels comfortable with to the winners, (200 points max in order to win).

theres also nothing i can find about Castel Fragendorf but maybe im not looking hard enough.

i could expand more into this but im too smooth brain.

Image
possible loading screen?
Great idea ! Hopefully they will look at it

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BelligerentBob
Posts: 105
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Re: [Submit your idea] - New scenarios & mechanics

Post#39 » Fri Mar 19, 2021 11:51 am

Probably a longshot but how about some of these unreleased scenarios get implemented as instances in the lakes. Lets say you enter the KV scenario from a WC portal. The map for KV Valley looks like a chokepoint so many we can write it so that if Order wins a certain % of instances, it becomes harder for Destro to take the zone or vice versa.
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[Hemingway Daiquiri(s)]

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anarchypark
Posts: 2073

Re: [Submit your idea] - New scenarios & mechanics

Post#40 » Fri Mar 19, 2021 12:25 pm

It would be really helpful if we could explore maps.
but first, look at current 18~24 SC map.
it's central zerg fight design.
after center battle concluded, WC zerg stomp is next.
if back capping to spread zerg is not an option, not much to add than current SC designs.
just put flags at right position and grant it cap order.

or
maybe cap order can be multiple.
cap 1 -> opens flag 2 and 3.
cap 2 -> opens 4 and 5 but close 3.
like old window's mine game.

or
some flag opens dungeon to free nasty things. or summon dragons.
escort it to other flag and it locked until it die. just 1 time for entire SC.
quick release or delayed can be strategic.
another flag gives healing to it or dmg.
it can be main goal or side quest.

or
flags like lever, open or lock path.

or
flag cap opens lobba throw to other point. or artillery call. both immediately. reset all/enemy flags after it.

summoning circle.
at least 1 player should be standing at flag. only give points when all flags capped. something summoned at middle.
just cosmetic or do something whatever.
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