A few Idea's for TW

So there is a lot of negative feedback on the voting. Sure people had a chance to vote but when it boils down to it some players feel like their rosters are gutted for this next TW. A lot of the star characters they worked hard to farm, earn, etc. are not available. Sure Revan was paywall but a lot of the banned characters are pure grind (Traya).

Here are some ideas that could add flavor to TW that would feel less like players are being punished/nerfed in the name of the greater good.

1) Zone bonuses. Instead of the overall TW having bonuses for certain characters. Instead have the zones provide bonuses to faction teams, or even restrict to certain teams. Some Examples:
Empire Space (only empire ships in this zone) or, Empire Space, not restricted but empire ships have +10% health and do 15% more damage.

Dirty Cantina: BH and Scoundrels receive a bonus in this zone, or perhaps the zone is restricted to this character type.

Sith Ruins: Jedi receive a bonus to offense but lose tenacity. All Sith health steal and gain bonus potency. Another way this one could go is only Sith can be set to Defense but they get bonuses.

A little extra artwork to spice up the map and this could add layers to the strategy and be really fun.

2) Offensive Survival - Each player can attack with four teams. However each team can attack more than once. It would be similar to GW where the teams CD's, Health, and Protection carry between fights. They fight/win as many times as they can but as opposed to GW where the teams are random the defenses are set. This will cause defense to be less wall like. It will add many different layers to the strategy of TW.

3) More Maps and then have the TW Map be random for that specific TW. So two guilds may be fighting on Courscant and the two are on Hoth. The bonuses for the maps are different but they won't know what the map is until its time to set the defense. The bonuses don't need to be crazy (tho the bonuses for Clone Wars were fun) but if the bonuses are simple there is less chance for bugs.

4) This last option is complicated. I admit it. It just seems like fun though. So a new map. Where doesn't matter as much. There are multiple sectors A neutral sector and the two defense sectors. To get across to attack the other guild players must fight the PVE mobs in the middle neutral sector. Both sides will be attacking into the Neutral enemy to clear the stacked up defensive squads. Once there is a cleared path to the other side each of the guilds can then start attacking each other. This one pairs well with the Offensive Survival as well.

Replies

  • Ultra
    11491 posts Moderator
    edited January 2019
    Ubis wrote: »
    4) This last option is complicated. I admit it. It just seems like fun though. So a new map. Where doesn't matter as much. There are multiple sectors A neutral sector and the two defense sectors.
    Somebody posted a circular layered map structure like a dart board that was pretty cool

    Like a layered structure where outer layers have 4 territories and the more inner you go the lesser territories there are at that layer
  • Ultra wrote: »
    Ubis wrote: »
    4) This last option is complicated. I admit it. It just seems like fun though. So a new map. Where doesn't matter as much. There are multiple sectors A neutral sector and the two defense sectors.
    Somebody posted a circular layered map structure like a dart board that was pretty cool

    Like a layered structure where outer layers have 4 territories and the more inner you go the lesser territories there are at that layer

    That would be cool.
  • Going to hijack this thread with a few ideas for TW. They typically run two back-to-back, so to keep people happy, one is always normal rules, and the other is goofy in some way:
    Ban all legendary toons on one.
    Next one, no mods.
    Next, you only have your bottom 60 active toons.
    Fixed rosters so it's true test of strategy, tactics, and skills - not a test of your credit card limit.
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