CoH Capture the Flag! - Future of Pvp
CTF - or more PVP "games" in general.... sure.
Problem with the first type is getting enough people to start.
The second, I'd reset about as often as Siren's Call zone control is.
I would certainly appreciate organized "Good vs. Evil" battle royales.
I think it would be awesome to have a "Supervillian" match. One vs. Many. One character, either a crazed villian or otherwise berserk hero, is granted HUGE buffs, scaled to the number of players. The remainder of the players are charged with taking him down. Simply apply GM properties to a player, and you simulate the epic struggle to stop one man often seen in comics.
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
this idea is spacificly CTF though. Other games will have to wait. Devs can only work on so much at a time. and CTF would truely expand the pvp fun in the game
Relic, first off, please learn to spell. Hooked on Phonics did not work for you.
Secondly, while I personally enjoy CTF in real life as well as in other video games, the highly variable nature of mobility in CoX would make CTF games less interesting than you might imagine. One of the basic hallmarks of CoX PvP is that, even with all of the nerfs to player mobility, it is much more kinetic and mobile than most other systems out there. The only way to really balance it out would be to have a no transport powers and no teleport tag activated for the zone and/or arena map automatically. It gets even worse whenever you start factoring in the ability for controllers and other debuff heavily characters to create zones of highly limited movement. Immobilizes (thanks to the mez tweaks) and -spd zones and effects (Siphon Speed, Quicksand, etc.) applied to the flag carrier would make it almost impossible to get away, creating an unfair tactical advantage to builds that are capable of such considering the importance of mobility to CTF games.
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Relic, first off, please learn to spell. Hooked on Phonics did not work for you.
Secondly, while I personally enjoy CTF in real life as well as in other video games, the highly variable nature of mobility in CoX would make CTF games less interesting than you might imagine. One of the basic hallmarks of CoX PvP is that, even with all of the nerfs to player mobility, it is much more kinetic and mobile than most other systems out there. The only way to really balance it out would be to have a no transport powers and no teleport tag activated for the zone and/or arena map automatically. It gets even worse whenever you start factoring in the ability for controllers and other debuff heavily characters to create zones of highly limited movement. Immobilizes (thanks to the mez tweaks) and -spd zones and effects (Siphon Speed, Quicksand, etc.) applied to the flag carrier would make it almost impossible to get away, creating an unfair tactical advantage to builds that are capable of such considering the importance of mobility to CTF games.
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This is true... I'm wondering just how much work would have to go into this. I'm thinking of other games, such as (yes) Guild Wars, UT2k4 (with their "football" variant,) Kill the Guy With The Ball (Myth/Myth II) and others. With a touch of... what was it, Team Fortress that had the escort/assassinate missions?
It would, I'd think, *have* to be a team setting just by the nature of it. (Actually, I think we'd have to start out with it being an arena match versus zone.)
Person with the flag/ball/etc can't activate travel powers, has a default speed which can't be debuffed as long as he has the ball. Of course, his defenders *can* be. With current rules, I don't think a snipe or AS would be a threat, but there'd have to be some way of getting it away from him... maybe just defeat. *shrug*
Essentially turn the flag carrier into a limited, but un-slowable/un-mezable character. Can't attack, defenses all come from the "flag" (ball, nuclear device, whatever.) Choices being go straight for him or strip his defenders away.
... yeah, a lot of fleshing out to do on this. But it still, perhaps, would be fun.
Does holding the flag cause any debuffs?
I thought about this and only thing one side would need is a super speed tank and/or brute. By the time they are killed or mezed they'll already be on their side. And squishies like blasters or controller won't get very far.
By that being said, I was thinking that the flag would have the holder at equal resistance; no matter the AT. The flag is actually a prototype super armor which each side trying take away the other sides new advantage. With the "flags" buffs and debuffs the holder's run is set @ sprint speed, resistance set @ plus 80% from base, defence set @ -20% from base, health placed @ 5000hp, end unlimited, 15 mag mez resistance, mez protection similar to Arch Villains, and use of only one really powerful ranged target AoE temp.
The holder can't be buffed or debuffed by other players, so other players will have to aide/defeat the holder in other ways. They can be held, but will be able to move freely while the AV mez protection is in affect. The holder can't be teleported. The holder's jump is similar to the GvE jump pack, but at based super jump height.
The temp is a very fast recharge; ranged target AoE; damage over time; brings all AT to 1hp on the first tic.
I was thinking of have the Heroes temp power be based off of the Rikti Blaster, and the Villains temp power be based off of the Quantum Gun.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
The only way to really eliminate the movement problems is to simply eliminate all movement and movement modifications from the arena or whatever environment it takes place in.
If the flag carrier is unaffected by movement impairing effects, it would create some situations in which some teams could simply drop the effects in the "run zone" to prevent the other team from catching their runner. I don't think that increasing survivability at all is a particularly good idea, not only because you can't increase hp to 5000 for any AT thanks to the cap, much less give non-Tanks/Brutes/EATs higher than 75% resistance. The only real "buff" that should affect the target should be a +res(stealth) buff (if it's possible) or a -stealth debuff if it isn't.
I'd agree with the carrier being affected by the "only affecting self" debuff (similar to Rest and PFF), though nothing else would really apply, imo. AT based survivability should matter when you're choosing a runner. Blasters and other ranged ATs are going to be better interceptors because they can blow away their targets (re: the flag carrier) from far away, which matters even more when movement is impaired. If Scrappers, Brutes, and Tankers are better carriers simply due to their higher hit points and native defenses, all the better to make them useful. They're not going to do much good having dealing damage when they can't get to their opponents thanks to equal movement speed.
Of course, "hardy" AT usefulness in carrying is mitigated by the fact that it's possible for support ATs to buff someone completely to the gills and make them nearly as hard to kill as a normal support toon. Brutes, Tankers, and Scrappers would still be better in similar situations of buffnitude, but it's not to say that they'll be the only viable carriers (just as Scrappers, Brutes, and Tankers could be very dangerous interceptors if there are choke points, blind spots, or plenteous hiding places; Stalkers would excel at this). Kheldians and VEATs would have some very interesting applications, especially considering the VEATs ability to alter role very quickly.
Relicator here again, with something i have waited to long to post
Probly the funnest thing ever created in the world is capture the flag. And the rules are very simple, get the aponents flag and score it. MANY games have capture the flag in them and its very fun to do. so why doesnt CoH have it? So i am here to go into detail for a future idea of capture the flag
The Plan!
alright capture the flag is a basic game. It will be pvp based so you can kill enimys attemptng to take your flag. The new map should be big and have 2 bases. Blue for Heroes, Red for Villains. Now here is where you devs decide. I have seen 2 versions of this game.
Version 1:
There is a lobby where everyone meets, and they set up a game like in the arena. It should be made up of 25+ on each team probly 25 - 40 people. the game goes First one to 3, 5 or 7. Once game is over each team is teleported back to their lobby. you can base teams on heroes vs. villains. or mix teams to anyone on each side like in Arena teams.
Version 2:
version 2 is like the pvp zones now version. it is 1 zone with 2 bases. Heroes Vs. Villains only. when they enter the zone they appear in their base. the zone is open to as many plays as they want. Causing there to be uneven teams. unlike version 1. the score limit is infinite. for each time you score the enimy flag your team will get 1 point (heroes or villains). The points add up and are reset every month. Then you can post who won on the CoH site. whoever has the most points at the end of the month wins.
Reward System:
ok reward system varies by how expensive the items are to buy. but for an idea.
Each Kill in CTF will grant 5 tokens
Each flag score in CTF will grant 50 tokens
Please community post your comments on the idea! i would love to see CTF in CoH!!!!