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Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:14 pm
by gungnir08
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.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:18 pm
by Azarael
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.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:21 pm
by Morf
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.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:37 pm
by Vigfuss
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.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:44 pm
by Reklaw
oh yes , i like Mourkain temple. Would be a nice addition

Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 2:52 pm
by Tesq
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
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 4:38 pm
by Jayzboi
Battle for praag would be awesome. Should be 18 v 18 IMO.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 5:24 pm
by Renork
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.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 9:07 pm
by drmordread
Well since we are in t2 IF another sc is introduced I suggest Stonetroll Crossing.
Re: [Suggestion] Swap Reikland Manufactory scen
Posted: Tue Jul 07, 2015 10:08 pm
by mickeye
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?