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[Suggestion] Swap Reikland Manufactory scen

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gungnir08
Posts: 126

Re: [Suggestion] Swap Reikland Manufactory scen

Post#11 » Tue Jul 07, 2015 2:14 pm

I've always thought that Reikland Factory is too small of a map to have so many flags. Battle for Praag did a better job of managing a lot of flags in one relatively small map, but I think Thunder Valley arguably did the conquest mechanic best, as far as WAR is concerned. TV's map was sufficiently big so as to spread action out enough to make it manageable, and avoid spawncamping. Hell, in that regard, I guess Gromril Crossing was another good one.

Now, that's not to say that I actually enjoyed Thunder Valley or Gromril Crossing. Phoenix Gate and Serpent's Passage were more my speed, haha.
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Azarael
Posts: 5332

Re: [Suggestion] Swap Reikland Manufactory scen

Post#12 » Tue Jul 07, 2015 2:18 pm

That acctully seems MORE drastic if the landing flag was removed then fights would spred out, thier would be more roaming the tunnels could be used more effectively and would make the sc better as a whole
Do we believe that those people are fighting over the flags, or is it in fact that they are just beelining to the enemy spawn to fight faster?

If it's the second case, then making it unprofitable or impossible to fight at the spawn works far better, and in that, removing the Landing flag and adding guards along the line may be key.

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Morf
Posts: 1247

Re: [Suggestion] Swap Reikland Manufactory scen

Post#13 » Tue Jul 07, 2015 2:21 pm

Azarael wrote:I was thinking, as a less drastic solution, of changing the structure such that the Landing flag would grant the most points over time, but could not be captured unless a realm controlled all three of the other points.

I've also been looking into some solutions to discourage spawncamps and cause a realm to lose out strategically if they fail to position themselves in the outer map and instead choose to camp the spawn. Ideas along that vein included having the spawn radiate a buff that caused all attacks made by allied players to AoE, and granting CC immunity, massive damage reduction and bonus speed when spawning so that players can just run through a spawncamp to break it.

I liked your idea of giving players heroic defender buff on respawn for X amount of seconds if they die close to there spawn point, whether ppl would find a way to exploit it or some sort of **** strategy to use it idk.
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Vigfuss
Posts: 383

Re: [Suggestion] Swap Reikland Manufactory scen

Post#14 » Tue Jul 07, 2015 2:37 pm

Battle for Praag was one of my favorites. Eternal Citadel was cool too, but for some reason was always the first one to pop, maybe because it was 6 vs 6, and the others were 12 vs 12.
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Reklaw
Posts: 167

Re: [Suggestion] Swap Reikland Manufactory scen

Post#15 » Tue Jul 07, 2015 2:44 pm

oh yes , i like Mourkain temple. Would be a nice addition :)
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Tesq
Posts: 5713

Re: [Suggestion] Swap Reikland Manufactory scen

Post#16 » Tue Jul 07, 2015 2:52 pm

i am too for remove the 1rst flag or either make the reickland factory like battle of praag and focus on 1 flag by one.

Swap would make reick fact work useless no swap so, better wait and when the times came if you have to pick a sc go for murkain temple/serpent passage

Those are the best 12vs 12 sc for me
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Jayzboi
Posts: 196

Re: [Suggestion] Swap Reikland Manufactory scen

Post#17 » Tue Jul 07, 2015 4:38 pm

Battle for praag would be awesome. Should be 18 v 18 IMO.
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Renork
Posts: 1208

Re: [Suggestion] Swap Reikland Manufactory scen

Post#18 » Tue Jul 07, 2015 5:24 pm

Azarael wrote:I was thinking, as a less drastic solution, of changing the structure such that the Landing flag would grant the most points over time, but could not be captured unless a realm controlled all three of the other points.

I've also been looking into some solutions to discourage spawncamps and cause a realm to lose out strategically if they fail to position themselves in the outer map and instead choose to camp the spawn. Ideas along that vein included having the spawn radiate a buff that caused all attacks made by allied players to AoE, and granting CC immunity, massive damage reduction and bonus speed when spawning so that players can just run through a spawncamp to break it.
Those ideas actually sound very nice. RF does have a lot of spawn camping.

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drmordread
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Posts: 916

Re: [Suggestion] Swap Reikland Manufactory scen

Post#19 » Tue Jul 07, 2015 9:07 pm

Well since we are in t2 IF another sc is introduced I suggest Stonetroll Crossing.
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mickeye
Posts: 227

Re: [Suggestion] Swap Reikland Manufactory scen

Post#20 » Tue Jul 07, 2015 10:08 pm

Azarael wrote:
That acctully seems MORE drastic if the landing flag was removed then fights would spred out, thier would be more roaming the tunnels could be used more effectively and would make the sc better as a whole
Do we believe that those people are fighting over the flags, or is it in fact that they are just beelining to the enemy spawn to fight faster?

If it's the second case, then making it unprofitable or impossible to fight at the spawn works far better, and in that, removing the Landing flag and adding guards along the line may be key.
Just ditch the scenario. Or is it harder to introduce new scenario for you, instead of changing current one?
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