I proposed an idea to Raxxy about a game-type that combines both dueling and team based games into one. Its purpose is to bring both communities together and find a middle ground where those who seek glory as an individual can be backed and supported by a team who strives for synergy to dominate another team. We explained the idea to #UTContribution (Raxxy, Chumbo, Sir_Brizz, NATO, Jayoplus, Nonemm) and a rough idea unfolded into what we all believe will be a game that would be both amazing to watch and fun to play. We also believe that we found a way to incorporate some MOBA mechanics that might interest and pull players in as well.
Basics: The game will consist of two teams of 5 (5v5) where 1 player of each team is selected as Champion, and the remaining 4 players on each team will duke it out in a separate DOMINATION type arena. There are 5 rounds, and a round ends when a Champion is killed. After each round end, the next Champions in the predetermined list play.
* The Champions spawn in a separate arena at the beginning of each round that has a similar rule set as Rocket Arena (some rocket launcher self damage, but not too bad). They have a large amount of ammo and health, and there are no pickups or power ups for them to get and control.
* The Combatants in the 4v4 arena are in a typical domination map. They have unlimited lives, and they get individual points by how much their actions have assisted the champion. They control 3 nodes on the map that give their Champion heath regen or special perks. These control nodes could work in two ways.
a) Health Regeneration for the Champion will be increased or given 33% for 1 node. 66% for 2 nodes, and 100% for 3 nodes controlled. (Easy to balance)
b) Special Perks - The 3 control nodes could have individual special perks that give health regeneration, damage reduction, or weapon damage amplification. (Hard to balance)
Strategy: Strategy starts before the match even begins. While both teams are in the lobby, they will have to pick their Champion lineup. Neither team will know what the enemy champion lineup will be, so you might get the best dueling Champion playing the other teams weakest dueling Champion. However, the best dueler facing the worst dueler might not even matter. A champion relies on it's combatants to support him, so if the team fighting for the superior champion has no control on the bottom, then the superior champion will lose.
Not only do combatants need to control the nodes around the map, but they need to control ammo and powerup pickups. A portion of everything a combatant picks up is transferred to the Champion. If a champion has no ammo left to fight, it is the fault of the champion. This ammo/pickup sharing can also counter a team who has all the nodes on lock-down. If a team cannot get control of the nodes, they can suffocate the other champion by controlling the ammo/power-ups in the level. I would suggest that the nodes would not have too much ammo around them anyway. A node with too much ammo around them promotes camping of the node. Plus those defending the node need ammo themselves. It would be interesting to see an advanced team completely control the weapon that the opposing Champion is most proficient at. For instance, if Chumbo was my opposing team's Champion, our strategy would revolve around controlling all of the shock ammo in the map. Teams will be able to look up a player's stats in the lobby and determine their most proficient weapon. It's best to think of each player on the teams as MOBA characters. They each are proficient at something different, much like each MOBA character has a different roll.
Players need to know how well their champion is doing, so there could be health bars embedded on the hud showing both champions health. Aside from that, there could be a large TV/projector at every control node that shows a view of the arena the Champions are fighting in. We could even create maps where you could visually see the dueling area from the map the combatants are playing in. The possibilities are endless.
Spectating: A spectator could simply have a split screen interface. One window can view one champion, the other can view the combatants on the ground, or have three screens where the largest screen is a fly cam.
Maps: We plan on currently just converting an unused dom map into a domination map, and having a current 1v1 map be the arena where the champions fight. The plan is obviously to have custom maps, but we will most likely see custom 1v1 Rocket Arena type 1v1 Arena maps relatively soon.
Progress We have a DOM map with the DOM gametype and we also have a Rocket Arena mutator. There is a ton of work to be done, but the most talented people in the community are already planning on working on it.
Basics: The game will consist of two teams of 5 (5v5) where 1 player of each team is selected as Champion, and the remaining 4 players on each team will duke it out in a separate DOMINATION type arena. There are 5 rounds, and a round ends when a Champion is killed. After each round end, the next Champions in the predetermined list play.
* The Champions spawn in a separate arena at the beginning of each round that has a similar rule set as Rocket Arena (some rocket launcher self damage, but not too bad). They have a large amount of ammo and health, and there are no pickups or power ups for them to get and control.
* The Combatants in the 4v4 arena are in a typical domination map. They have unlimited lives, and they get individual points by how much their actions have assisted the champion. They control 3 nodes on the map that give their Champion heath regen or special perks. These control nodes could work in two ways.
a) Health Regeneration for the Champion will be increased or given 33% for 1 node. 66% for 2 nodes, and 100% for 3 nodes controlled. (Easy to balance)
b) Special Perks - The 3 control nodes could have individual special perks that give health regeneration, damage reduction, or weapon damage amplification. (Hard to balance)
Strategy: Strategy starts before the match even begins. While both teams are in the lobby, they will have to pick their Champion lineup. Neither team will know what the enemy champion lineup will be, so you might get the best dueling Champion playing the other teams weakest dueling Champion. However, the best dueler facing the worst dueler might not even matter. A champion relies on it's combatants to support him, so if the team fighting for the superior champion has no control on the bottom, then the superior champion will lose.
Not only do combatants need to control the nodes around the map, but they need to control ammo and powerup pickups. A portion of everything a combatant picks up is transferred to the Champion. If a champion has no ammo left to fight, it is the fault of the champion. This ammo/pickup sharing can also counter a team who has all the nodes on lock-down. If a team cannot get control of the nodes, they can suffocate the other champion by controlling the ammo/power-ups in the level. I would suggest that the nodes would not have too much ammo around them anyway. A node with too much ammo around them promotes camping of the node. Plus those defending the node need ammo themselves. It would be interesting to see an advanced team completely control the weapon that the opposing Champion is most proficient at. For instance, if Chumbo was my opposing team's Champion, our strategy would revolve around controlling all of the shock ammo in the map. Teams will be able to look up a player's stats in the lobby and determine their most proficient weapon. It's best to think of each player on the teams as MOBA characters. They each are proficient at something different, much like each MOBA character has a different roll.
Players need to know how well their champion is doing, so there could be health bars embedded on the hud showing both champions health. Aside from that, there could be a large TV/projector at every control node that shows a view of the arena the Champions are fighting in. We could even create maps where you could visually see the dueling area from the map the combatants are playing in. The possibilities are endless.
Spectating: A spectator could simply have a split screen interface. One window can view one champion, the other can view the combatants on the ground, or have three screens where the largest screen is a fly cam.
Maps: We plan on currently just converting an unused dom map into a domination map, and having a current 1v1 map be the arena where the champions fight. The plan is obviously to have custom maps, but we will most likely see custom 1v1 Rocket Arena type 1v1 Arena maps relatively soon.
Progress We have a DOM map with the DOM gametype and we also have a Rocket Arena mutator. There is a ton of work to be done, but the most talented people in the community are already planning on working on it.
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