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Objective-Based Tukayyid Event Suggestion


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#1 Sigmar Sich

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Posted 07 December 2015 - 09:16 AM

Current victory conditions make only final hours matter. Here is suggestion how to make every hour of event matter, and make it less routine.

Core idea - split event time to phases, faction who win phase get victory point. Which faction collect most points by the end will be victorious. This way we can achieve equal participation for all timezones.

Objectives

To make event less routine and more entertaining, each phase should have its own objective, which will determine maps and gamemodes, and conditions to achieve victory point.

Phase objectives examples:
(Which factions get more wins gets point for this phase)
1a) Clan attack - any CW map, Clans plays invasion mode.
1b) IS counterattack - any CW map, IS plays counterattack mode.
2) Siege of *City name* - one specific map, any gamemode.
3) Chaos of battle - any Faction Play map, any gamemode.
4) Urban combat - Crimson Strait or River City, unique gamemode (only one base in center, if capture disrupted - base capture resets. 4 respawns as in Faction Play).
5) Field battle - any public queue map except urban maps, stated above mode or conquest mode.
And going on, as long as we can think something interesting.

Event should have (x*2)+1 phases, so no tie possible.

Example of one day of Tukayyid battle
1 phase (4 hours) - Clan attack
2 phase (4 hours) - Chaos of battle

3 phase (4 hours) - Field battle
4 phase (4 hours) - Siege of *name*

5 phase (4 hours) - IS counterattack
6 phase (4 hours) - Urban combat

+2 more days
Just need to sort objectives for every day, so every timezone would have equal amount of similar objectives. Or even make it random. Or make it dynamic - so success of previous phase will determine next objectives.

And + last phase for event, 12 or more hours of any objective, maybe best if Urban combat.

One problem - lets say one side will get >50% victory points in middle of event, and further fight will have no sense. To prevent this we need two challenges -
1) For whole losing faction - get at least 1/3 of points, and get some rewards;
2) Personal challenges - match score for each player.

Next, there could be faction challenges, which do not grant point, but a reward - cockpit items or such stuff.
For example, some lore-based challenges
1) Warrior's honor - clans should achieve x% solo kills (not killing blows, but only solo kills) from total kills quantity. Separate for every Clan faction.
2) *that trial, when clanners challenge each other for minimum force they will use to capture planet* - clanners should deploy x% less tons per event, than their opponents. Separate for every clan unit.
3) Tactical combat - IS should achieve X amount of "lance in formation" scores (or other teamplay stuff we currently have for match score). Separate for every IS faction.
4) Shoulder to shoulder - IS should achieve XXX amount of teamplay achievements score. Separate for every IS unit.
Or something like that..

Please, do comment, discuss and suggest.

#2 MechPorn

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Posted 07 December 2015 - 09:23 AM

Before they implement this, they would need to revamp and create more play modes.





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