PvP Idea: Fort Knox
Backstory
Fort Knox (A.K.A. United States Bullion Depository) is a fortified vault that holds roughly 4,578 metric tons of gold bullion. Quite a bit of bling, eh?
Anyways, I had this idea for several days now, but I did not post until I attempted to work a majority of the kinks and problems out.
Objective
The match consists of opposing teams attempting to smash crates/barrels to collect gold and return back to their respective base for depositing. Teams will also be attacking one another to prevent each other from collecting gold. Team with the highest gold amount in their base wins the match.
Rules/Gameplay
- Crates/barrels are smashable and drop either varying amounts of gold or nothing
- Crates/barrels will constantly respawn back in the designated locations
- All players have the ability to collect gold, but there is a gold-carrying capacity. Players will need to regularly return to team base to empty their gold
- Collecting gold causes a gold aura to appear around the character. Thicker/brighter gold auras signal higher gold inventory
- To deposit ALL of the gold, players must stay within range of their base until the gold aura completely vanishes. Partial depositing will result in a dimmer/fainter gold aura.
- If a player is killed, all carried gold will spill onto the floor and is available for pick up by any player
- At random intervals, Jarl Gruwald will spawn. He carries a large amount of gold, but will attack any player who comes in range of him. (Stronger than regular Jarl, perhaps Frostir/Grimnr strength?)
- Health/mana packs and speed boosts spawn normally like in CTF/TDM
Gold Values/Winning the Match
This is the one of the parts where I would need input.
What should the amounts of gold from the crates/barrels be? Increments of 5? 10?
Also, would it be more beneficial if the match ended with a time limit? Such as 10 minutes per match? Or should the match end with a certain gold cap? Like first team to deposit 1,000 gold or 5,000 gold?
PvP Scoring/LB Issues
We all know that kill-farming has ruined the current CTF/TDM Leaderboards, so I want to find a way to avoid this problem.
The Player Stats for Fort Knox can be represented by a Game WIN/LOSE ratio. Kills won't count in this system, but games won or lost will be recorded.
Still, people can still create toons to exploit the system. My next suggestion would be to implement a system where players would be matched with other players based on the most similar Win/Lose ratio.
For example:
Player A = 5:1
Player B = 4:1
Player C = 3:5
Player D = 4:7
Based on the above information, players A and B would most likely be matched with each other and players C and D would be matched with each other.
I believe this system would discourage "Game-farmers" because the game must be won/lost for it to show up on player stats. If farmers use dummies to falsely win, they will hurt their dummies' ratio and will probably not be matched with them again. They will have to find other ways, since it won't be as easy continuously leveling a new character to L40 just to win "fake games."
Notes/Personal Comments
Thank you fellow forumers for bearing with me on this idea. I have tried my best to address all issues, but if I missed anything or spelled something incorrectly, feel free to notify me. I will edit the idea with tweaks or revamp sections if necessary.
I would love feedback from PvPers and I encourage you to voice your opinion. This is simply a concept idea and I just want to share it with the AL community.
*Also, the name of the PvP Mode can be changed, I just wanted to use a point of reference.*
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