Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Two New Space PvP Game Types
05-18-2010, 02:09 PM
Capture the Flag
Both sides start out with a flag which the must protect, Say a beacon that spawns in the starting spawn location side. In order to capture it, the opposing teams must destroy the beacon and the ship that destroys it captures the flag. That ship that captures the flag cannot cloak or mask energy to become hidden. Also the capturing ship will also glow either Bright Red with a klingon flag or bright blue with a federation flag.

Once its captured the ship must bring it back to a secondary base where they win a point upon entering the Goal circle. The side that has successful stolen and won the point in their favor gains the added advantage of their opponents getting hit with a random debuff. Ranging from a simple Ship Injury which lasts throughout the PvP match to a set amount of damage being done to all loosing ships' hull and shields, to an extended Respawn time penalty.

If a ship that has captured a flag but yet to bring it to the unloading base is destroyed, a new albeit weaker beacon is spawned in its place that must be destroyed. Either team can destroy this neutral beacon. If the side that owns the flag destroys the beacon first, a normal beacon they own will respawn in their spawn zone. The team that lost the stolen flag will be hit with a less permanent debuff that can last any where between 1 to 5 minutes.

The game will play for a certain number of points, say the first team to capture 7 flags on all small map and 14 on a big map

Sudden Death Match
Two teams on a standard space map. For every kill a player makes they gain a random 30 second kill buff and time extension on any other previous buffs they gained from previous kills. Every destruction will either remove a kill buff or place a defeat debuff if a buff is not already available for removal.

At start each player has a permanent but transferable mutli buff (+10% chance of Critical attack, +500 hp to Hull and Shield and +2 to all weapons power). Upon defeat a player will give up this buff, and any duplicates they have collected, their destroyer. The destroyer being the person who got the last shot in that destroyed the ship. These buffs stack so a player could have multiples greatly enhancing their strength. So for a small group of 5v5, there will be 10 perma/transferable buffs in play, in a 10v10 there will be 20 of these buffs in play. Its possible that a single player whose lucky and skilled enough, could collect all the starter buffs from both teams. This would be great for achieving a PvP accolade.

Any defeat debuffs also last 30 seconds and any further deaths will extended the time it takes for them to wear off.

When a ship is visible, the more debuffs it has the bright orange it will glow, the more buffs it has the bright green it will glow. If it has a starter perma/transferable buff, it will sparkle. Cloaking and Mask Energy Signature will hide this glow and sparkle.

The match ends the moment a 100(small)/1000(large) enemy kills have been made.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-18-2010, 02:39 PM
Good ideas!

Infiltration:

Match begins like arena mode (cracked planetoid, etc). When an enemy ship's hull reaches 50% or less, the enemy ship will be put in a state of vulnerability, in which you have the opportunity to approach the ship and beam onto it.

You will then infiltrate the enemy ship and engage in ground combat with the captain player of the ship. If the enemy player is defeated, you will automatically exit the enemy ship and resume space combat, the ship will explode, and your team will gain 1 point. If the enemy player defeats you during the ground infiltration, the player's ship will not explode, and they will re-enter space combat as they left off, at 50% hull or whatever hull they initially had before the infiltration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-18-2010, 03:16 PM
Quote:
Originally Posted by Surgery
Good ideas!

Infiltration:

Match begins like arena mode (cracked planetoid, etc). When an enemy ship's hull reaches 50% or less, the enemy ship will be put in a state of vulnerability, in which you have the opportunity to approach the ship and beam onto it.

You will then infiltrate the enemy ship and engage in ground combat with the captain player of the ship. If the enemy player is defeated, you will automatically exit the enemy ship and resume space combat, the ship will explode, and your team will gain 1 point. If the enemy player defeats you during the ground infiltration, the player's ship will not explode, and they will re-enter space combat as they left off, at 50% hull or whatever hull they initially had before the infiltration.
Sounds like fun but this would be... a really drawn out battle.

The reason for Sudden Death Match having a lot of kills because at one point a person or group of people are going to be hurting with lots of debuffs or going to be slaughter with buffs. The idea idea is that while one side will be hurting they have the potential to turn the tables if they bag someone with a lot of buffs. Its meant to be both intense and fast. But the overall idea you have here has merit. The Loading screens will break the feeling though unless devs can manage it without a loading screen.

Though if the ship your trying to take over had both its crew and that team's own captains and say single BO each with it and the invading team had say a few buffs to balance it out and maybe two BOs each... you could get some seriously epic interior ship fights.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-18-2010, 03:34 PM
Quote:
Originally Posted by Surgery
Good ideas!

Infiltration:

Match begins like arena mode (cracked planetoid, etc). When an enemy ship's hull reaches 50% or less, the enemy ship will be put in a state of vulnerability, in which you have the opportunity to approach the ship and beam onto it.

You will then infiltrate the enemy ship and engage in ground combat with the captain player of the ship. If the enemy player is defeated, you will automatically exit the enemy ship and resume space combat, the ship will explode, and your team will gain 1 point. If the enemy player defeats you during the ground infiltration, the player's ship will not explode, and they will re-enter space combat as they left off, at 50% hull or whatever hull they initially had before the infiltration.
There is so much awesomeness in this idea, i'd love it.
I never understood why there havn't been a single concept of mixed ground-space pvp maps from the launch of the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-18-2010, 06:50 PM
Didn't really expect this to be a post your own game ideas for PVP thread but that's probably a good idea.
Post away!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-18-2010, 07:38 PM
Faction vs Faction PvP zones. Once space supremacy is established by a faction they can assault the space station for ground PvP, a fleet that wishes can "assume" ownership and pay for upgrades (added hull, weapons, shielding and added NPC security teams). And then they can beam down to the planetary base or bases for additional ground PvP. While the space battle rages to retain control.
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