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Capture the Flag


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#1 Sera

Sera

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Posted 06 April 2011 - 06:59 PM

Battlegrounds System

Mode of entry:
* All participants speak with a single NPC for admission. (Instead of one on each side of the room as now, there is only one NPC in the middle).
* This NPC sends all players to the same room, this room has an 'alternating' portal in the middle of it. Every other person who steps in it is sent to one of two rooms. (First person is sent to team A, second person to team B, third to team A, fourth to team B, etc).

The game begins with the two teams and a 'flag' in the middle.

Gameplay:
* The flag is an immobile monster in the center of the map, similar to an emperium, but only requiring a single hit to 'kill'. As soon as it is 'killed', the player who killed it receives an item in their inventory.
* Players who kill this player will gain the flag in their inventory, while a player killed with it will have it removed from their own inventory.
* The player currently possessing it in their inventory will be marked in some way, possibly through a specially displayed guild emblem or something.
* The flag functions as a key, the first player to return to a portal in their own base with it will be awarded a point.
* Best of 3 wins.

Notes:
* Skills would be unusable on the flag in it's 'monster' form, but entirely usable on characters possessing it as an item
* The goal portals will only be accessible to players of the proper team.
* The flag can't really be a dropped item as far as I know, because I'm not sure the game has the capability to force players to drop specific items on death (though a modification of nightmare mode PVP could be used if nightmare mode ever worked in the first place).
* If it were a dropped item, it would need to either have an infinite disappearance time (which I think is a global setting) or some way to make the central flag respawn upon disappearance of the item from the map. (Which I do not think is possible.)

I do think that some variant of this would be possible in RO though, and would probably better suit the game than the sluggish PVP modes the devs seem to create.
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#2 Namino

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Posted 06 April 2011 - 07:03 PM

Battlegrounds System

Mode of entry:
* All participants speak with a single NPC for admission. (Instead of one on each side of the room as now, there is only one NPC in the middle).
* This NPC sends all players to the same room, this room has an 'alternating' portal in the middle of it. Every other person who steps in it is sent to one of two rooms. (First person is sent to team A, second person to team B, third to team A, fourth to team B, etc).

The game begins with the two teams and a 'flag' in the middle.

Gameplay:
* The flag is an immobile monster in the center of the map, similar to an emperium, but only requiring a single hit to 'kill'. As soon as it is 'killed', the player who killed it receives an item in their inventory.
* Players who kill this player will gain the flag in their inventory, while a player killed with it will have it removed from their own inventory.
* The player currently possessing it in their inventory will be marked in some way, possibly through a specially displayed guild emblem or something.
* The flag functions as a key, the first player to return to a portal in their own base with it will be awarded a point.
* Best of 3 wins.

Notes:
* Skills would be unusable on the flag in it's 'monster' form, but entirely usable on characters possessing it as an item
* The goal portals will only be accessible to players of the proper team.
* The flag can't really be a dropped item as far as I know, because I'm not sure the game has the capability to force players to drop specific items on death (though a modification of nightmare mode PVP could be used if nightmare mode ever worked in the first place).
* If it were a dropped item, it would need to either have an infinite disappearance time (which I think is a global setting) or some way to make the central flag respawn upon disappearance of the item from the map. (Which I do not think is possible.)

I do think that some variant of this would be possible in RO though, and would probably better suit the game than the sluggish PVP modes the devs seem to create.


Holding the flag in your inventory also needs to reduce you to 50% move speed (no AGI penalty) in order to give people a chance to intercept the flag carrier. Otherwise it's going to be a Peco Race for the first point. Whoever can get to the monster first and land a hit will immediately move back towards his own side, presumably into territory even less likely to be occupied by hostiles (as he is moving away from them with they having no opportunity to outrun him or her).
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#3 Sera

Sera

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Posted 07 April 2011 - 12:20 AM

Hm, yeah, the agility reduction would be a good idea. I was just envisioning the map being more complex than is practically possible, which is why I didn't really consider that.

Was envisioning an Okolonir type map with changing doors that would force people through enemy territory, but the decrease agi is a lot simpler.

Edited by Sera, 07 April 2011 - 12:27 AM.

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