Recent Topics

Ads

CONCEPT: Major RvR Overhaul

Chat about everything else - ask questions, share stories, or just hang out.
mirrorblade
Posts: 95

Re: CONCEPT: Major RvR Overhaul

Post#41 » Tue Sep 29, 2015 9:37 am

BTW bos score system can implement the underdog system

Overpopulated realm can get lesser score /aao% and low pop can get more score/aao% + extra after overpoulated realm locked a zone.

Ads
mirrorblade
Posts: 95

Re: CONCEPT: Major RvR Overhaul

Post#42 » Tue Sep 29, 2015 9:39 am

Mathammer, if we get a good ui or addon what display the vp points we havent problems.

User avatar
punkindonuts
Posts: 26

Re: CONCEPT: Major RvR Overhaul

Post#43 » Tue Sep 29, 2015 9:39 am

I quite like the idea of the resource carriers being used to generate VP each time one gets back to the WC or is intercepted by the other side instead of them being used to upgrade the keeps as they were in live.

If the carriers are used it would be better to hide them on the map so it makes them harder to find when they are heading to the WC as it would encourage more roaming about to find them, or maybe just make them show for the underdogs.

The zerging side would then have to protect 2 keep, 4 BOs as well as making sure the carriers got back to the WC to be able to lock the zone, if that doesn't spread out the fight nothing will.

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#44 » Tue Sep 29, 2015 9:43 am

i never understood why the carrier was visible on the map.

he could be visible on the minimap though imho. (he should be findable and should need people to guard him)
Last edited by Tiggo on Tue Sep 29, 2015 10:15 am, edited 1 time in total.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#45 » Tue Sep 29, 2015 10:05 am

A carrier gives the bigger side a target to find and kill the underdog, as they most likely protect their carrier.
Being mobile and unpredictable is the way to play as underdog.
Scoring points just by holding BOs with increased lock timers for underdogs and reduced cap timers would help a lot.
Dying is no option.

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#46 » Tue Sep 29, 2015 10:16 am

how about underdog can have multiple carriers and thus try to hijack lock with them?

could be linked to aao the wider the gap the more carriers can one side have?
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

User avatar
noisestorm
Posts: 1727

Re: CONCEPT: Major RvR Overhaul

Post#47 » Tue Sep 29, 2015 10:30 am

also you could easily bind carrier hp + speed to the AAO to prevent easy farming

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#48 » Tue Sep 29, 2015 10:38 am

and the carrier is called carl lewis at 200% aao!
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Ads
Sulorie
Posts: 7461

Re: CONCEPT: Major RvR Overhaul

Post#49 » Tue Sep 29, 2015 10:39 am

I fear people will be busy hunting carriers instead of hostile players. :D I wanted to see as little pve as possible.
Dying is no option.

Tiggo
Former Staff
Posts: 1948

Re: CONCEPT: Major RvR Overhaul

Post#50 » Tue Sep 29, 2015 10:41 am

a carrier is a hostile player? no pve there?

oh i understand now: on live that wasnt a player carrying an orb or something but a npc?

then you are right, i would change that.

my idea: players can pick up orbs at one warcamp of the contested zone and carry it to the other warcamp of the contested zone and thus help their realm lock it. Please no dumb npcs in rvr ^^
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Who is online

Users browsing this forum: Bing [Bot] and 5 guests