Castle Fragendorf. This scenario mechanics revolves around players spawning below and rushing the castle in order to capture the item which is on the top floor, possibly guarded or warded. (takes roughly 10 seconds uninterrupted to grab. Once players pick up the stein/orb they must carry the object from the top of the keep to a drop off zone below, likely in a house which is for your realm.
Probably a similar scenario comparison would be Twisting Tower except it would be carried from one floor to another. Another comparison to Stone Troll Crossing. Stone Troll has one spawn and three drop-off spots but this has One spawn point and one delivery per realm.
Because the castle is vertical in nature it makes it simple to jump off the top when carrying the orb, while being chased by the other realm.
If that player is killed then the item is destroyed and it will respawn at the top of the castle.
The main problem I see is that it would be nice if the castle bridge was on both sides so it was more symmetrical, then spawns could be on either side..
Or perhaps the towers would be the player spawn point and the houses delivery points?? Hard to tell that much from the pictures...
edit:
had a better idea for spawning - players arrive on opposite sides of the ramparts via some kind of 'tossing' mechanic (like from a catapult). They will land on the sides or on the towers, and maybe casters can port to the towers similar to College of Corruption? Could have multiple ingress methods such as these.
thanks!
[Submit your idea] - New scenarios & mechanics
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Re: [Submit your idea] - New scenarios & mechanics
Last edited by navis on Wed Mar 24, 2021 3:48 pm, edited 2 times in total.
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Re: [Submit your idea] - New scenarios & mechanics
I like the idea of castle fraggendorf being a place where 24 v 24 can scrim and test. Like a guild v guild thing. Maybe we can finally introduce tyrant armor through some weird guild v guild currency, kinda like how triumph is through ranked 6's and then guilds can get rankings based on MMR
I think I like most of what people have said in the thread but if fraggendorf isn't "city-lite" then you could make it so there is attackers and defenders of the castle.
-Attackers start on the opposite side of the bridge from the castle
-Defenders start inside the castle
Ultimately you battle for control of the castle, but the castle is not so easily breached. You must control BO's to open the door to the castle, So attackers are scrambling to get control of the BO's to open the castle and Defenders are scrambling to defend these points of interest. Once the castle is open you can rush inside to kill a champion, while your own champion marches across the bridge to the castle to combat him (much like stage 2 of city)
or you can do away with the confusing stuff and just do the payload idea bombling suggested, that wasn't a bad suggestion.
Or add a strategy aspect of it and just make it so there are BO's scattered through the castles courtyard, a considerable distance from each other, so you can't zerg your way around and its about controlling the battlefield to reach a certain maximum point to win (normal SC's have 500, but people might opt for 750, or 1000, or whatever) Once maximum points are achieved game over. Like a giant fuggin nordenwatch 24v24 scenario. You can asign different point values to the BO's like maybe "castle fragendorf" gives you 100 points but it only ticks for 5 points every 30 seconds, but maybe the "tower of fragendorf" gives 20points but ticks for 50 every 60 seconds. Making leaders strategize about which BO's are important to prioritize and which BO's should be taken at what times. Players might try to hold the fast ticking BO's until they get to 800/1000 points then try to rush the castle for a decisive victory.
Who knows just throwing stuff out there.
Edit: Unpopular opinion but maybe you could make it an SC that actually is based on a "team death match" so winner is whoever gets the most kills, weird we don't have many things like that in the game.
I think I like most of what people have said in the thread but if fraggendorf isn't "city-lite" then you could make it so there is attackers and defenders of the castle.
-Attackers start on the opposite side of the bridge from the castle
-Defenders start inside the castle
Ultimately you battle for control of the castle, but the castle is not so easily breached. You must control BO's to open the door to the castle, So attackers are scrambling to get control of the BO's to open the castle and Defenders are scrambling to defend these points of interest. Once the castle is open you can rush inside to kill a champion, while your own champion marches across the bridge to the castle to combat him (much like stage 2 of city)
or you can do away with the confusing stuff and just do the payload idea bombling suggested, that wasn't a bad suggestion.
Or add a strategy aspect of it and just make it so there are BO's scattered through the castles courtyard, a considerable distance from each other, so you can't zerg your way around and its about controlling the battlefield to reach a certain maximum point to win (normal SC's have 500, but people might opt for 750, or 1000, or whatever) Once maximum points are achieved game over. Like a giant fuggin nordenwatch 24v24 scenario. You can asign different point values to the BO's like maybe "castle fragendorf" gives you 100 points but it only ticks for 5 points every 30 seconds, but maybe the "tower of fragendorf" gives 20points but ticks for 50 every 60 seconds. Making leaders strategize about which BO's are important to prioritize and which BO's should be taken at what times. Players might try to hold the fast ticking BO's until they get to 800/1000 points then try to rush the castle for a decisive victory.
Who knows just throwing stuff out there.
Edit: Unpopular opinion but maybe you could make it an SC that actually is based on a "team death match" so winner is whoever gets the most kills, weird we don't have many things like that in the game.
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Re: [Submit your idea] - New scenarios & mechanics
make the arena an 6 vs 6 vs 6 vs 6 whree order can atack order and destro can atack destro
@cannonfoder1 idear is also great
@cannonfoder1 idear is also great
Re: [Submit your idea] - New scenarios & mechanics
Castle Fraggendorf is a T4 24 v 24 battleground that has 1 main gate, 1 inner gate "central castle", and a relic that has to be destroyed in the castle. The fort has turrets which can me manned by players to defend the gate. The attackers starts off with a siege camp and are provided with 3 cannons, 1 ram, and 10 bombs to take down the outer door, the siege equipment will always respawn with a timer. The defenders will have 3 cannons (+ 3 with workshop) guards which is just fluff (barracks) and ridable griffons which you can drop bombs from bellow (stables).
There are key objectives for the attackers to take and lock to further strengthen their assault (siege workshop, barracks, and stables). The attackers need to take 3 objectives. guards will no longer spawn and spawn location updates (barracks), attacker siege weapons will update their spawn point (workshop), defenders wont be able to fly (stables).
In the castle there's multiple rooms the attackers will have to push up to, the very top room hold the relic the attacker needs to break.
there are 2 rounds so both sides get to defend and attack
There are key objectives for the attackers to take and lock to further strengthen their assault (siege workshop, barracks, and stables). The attackers need to take 3 objectives. guards will no longer spawn and spawn location updates (barracks), attacker siege weapons will update their spawn point (workshop), defenders wont be able to fly (stables).
In the castle there's multiple rooms the attackers will have to push up to, the very top room hold the relic the attacker needs to break.
there are 2 rounds so both sides get to defend and attack
Chosen: Roten Plaguelord rr86 | Knight of the Blazing Sun: Lyntyz Jesterknight rr63
I'm not a clown, I'm the whole circus.
I'm not a clown, I'm the whole circus.
Re: [Submit your idea] - New scenarios & mechanics
Let the dungeon monster be the third force. Or forth force. Both sides have their second force.
Kill monsters to get points kill enemy get half points.
Both Destory and order killed their second force get buff, killed other side monsters get the being killed side debuff
Kill monsters to get points kill enemy get half points.
Both Destory and order killed their second force get buff, killed other side monsters get the being killed side debuff
I'm Sunrays a KOTBS
Re: [Submit your idea] - New scenarios & mechanics
Pyramid of Setta:
This one interests me because it seems to built for when they might have been playing with the idea of adding a 3rd faction.
One possibility here is to make it a brutal game of “run the football” such as Talabac, but head on.
Another option is something more akin to old Logrims Forge meets Reikland Factory
Or maybe just ignore one third of the map and make it a tug of war like gromgil
This one interests me because it seems to built for when they might have been playing with the idea of adding a 3rd faction.
One possibility here is to make it a brutal game of “run the football” such as Talabac, but head on.
Spoiler:
Spoiler:
Spoiler:
Kiyon - RR 81 Swordmaster of Hoeth
Re: [Submit your idea] - New scenarios & mechanics
Battle royale.
Perhaps the duel system could be leveraged by sending a duel invite to everyone in the location at the same time. Fights last X time and and an event piece is given at the beginning of each fight that decays in that time frame. This piece is a required piece for 2 piece jewelry sets specifically for battle royale so each class can have wild changes during this playmode. currency can be issued for these royale only pieces. The event slot item triggers quitter when equipped and activates chicken in any RvR zone to prevent any abuse of the alternative mechanics. Maybe do this in the dueling Gardens first and have these fights occur a few times a day. Potions and such can be bought with royale currency. Maybe some pieces are BoE.
Perhaps the duel system could be leveraged by sending a duel invite to everyone in the location at the same time. Fights last X time and and an event piece is given at the beginning of each fight that decays in that time frame. This piece is a required piece for 2 piece jewelry sets specifically for battle royale so each class can have wild changes during this playmode. currency can be issued for these royale only pieces. The event slot item triggers quitter when equipped and activates chicken in any RvR zone to prevent any abuse of the alternative mechanics. Maybe do this in the dueling Gardens first and have these fights occur a few times a day. Potions and such can be bought with royale currency. Maybe some pieces are BoE.
Re: [Submit your idea] - New scenarios & mechanics
Yeah, a Battle Royale could be fun.
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Re: [Submit your idea] - New scenarios & mechanics
battle royal = bad
Chosen: Roten Plaguelord rr86 | Knight of the Blazing Sun: Lyntyz Jesterknight rr63
I'm not a clown, I'm the whole circus.
I'm not a clown, I'm the whole circus.
Re: [Submit your idea] - New scenarios & mechanics
Anything to keep the game fresh is probably good. But I admit there are some challenges. I think without some major tweaks only a few classes would shine and those tweaks could break other styles of play. Hence the need for a way to only apply those changes in that mode of gameplay. I think it would be fun to watch classes evolve in new ways and having a brand new way of progressing using existing game features.
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