Make the 4 center keeps give teleport (not flags)

Started 26 Feb 2019
by Ardri
in Suggestions
Whoever owns the keeps has teleport. Centers the game around keep warfare which has always been at the core of DAoC RvR design.
Tue 26 Feb 2019 3:39 PM by Raunz
Anything but the tasks, imo reset all rps too and just lets start over this is madness.
Tue 26 Feb 2019 4:18 PM by Isavyr
I think teleportation should be more difficult. So I partially like this idea--however, keeps can become overly difficult for full groups--the guards potentially attack very hard, slip out of CC readily, and move very quickly. Since a full group is the basic unit of DAOC warfare, I think they should be more effective against normal keeps (but maintain how long it takes to siege a keep to allow defenders to respond).

This idea neatly solves two issues:
1) Keeps not having much value
2) Teleportation being too easy
Tue 26 Feb 2019 4:24 PM by Wellzy
Or!! Or...

or....

We just get rid of teleporting and play daoc.
Tue 26 Feb 2019 4:27 PM by Isavyr
Wellzy wrote:
Tue 26 Feb 2019 4:24 PM
or....

We just get rid of teleporting and play daoc.

And yet NF had teleporters..
Tue 26 Feb 2019 4:29 PM by Wellzy
Isavyr wrote:
Tue 26 Feb 2019 4:27 PM
Wellzy wrote:
Tue 26 Feb 2019 4:24 PM
or....

We just get rid of teleporting and play daoc.

And yet NF had teleporters..

Is this NF?
....
Tue 26 Feb 2019 4:32 PM by Isavyr
Wellzy wrote:
Tue 26 Feb 2019 4:29 PM
Is this NF?
....

Is this DAOC? Is this real life?
Tue 26 Feb 2019 4:54 PM by Hector
It’s a cold day in hell when I like an idea that Ardri proposes

edit: to be clear @Ardri I like this idea a lot
Tue 26 Feb 2019 5:27 PM by defiasbandit
The defending realm should not be able to teleport ever.

Only invading realms should to teleport.
Tue 26 Feb 2019 5:44 PM by Isavyr
defiasbandit wrote:
Tue 26 Feb 2019 5:27 PM
The defending realm should not be able to teleport ever.

Only invading realms should to teleport.

Why?

Lots of games have success with the other. For example, TF2 and Overwatch used moving teleporters--farther back you were pushed, the less you got to teleport. In my mind, there's nothing intrinsic about defenders not having teleportation--maybe its just a preference for you.
Tue 26 Feb 2019 5:48 PM by defiasbandit
Isavyr wrote:
Tue 26 Feb 2019 5:44 PM
defiasbandit wrote:
Tue 26 Feb 2019 5:27 PM
The defending realm should not be able to teleport ever.

Only invading realms should to teleport.

Why?

Lots of games have success with the other. For example, TF2 and Overwatch used moving teleporters--farther back you were pushed, the less you got to teleport. In my mind, there's nothing intrinsic about defenders not having teleportation--maybe its just a preference for you.

In overwatch the attacking team has their respawn bases move forward and defending teams respawns move backwards as the match progresses. This is because the action is flowing from the attacking respawn room to the end of the map where the final objective is. In 2 Capture point maps like Hanamura, the defending team always has their respawn at the very end of the map and has to make the long run back.

In DAOC, the defending realm usually already owns the center keeps. There would be objectives in the border keep zone the defending realm would do. They could capture a flag in their border keep zone. Allowing only invaders to teleport to keeps would push the action into the border keep zones, and there would be RvR in the 2 border keep zones in addition to the center zone.

The invading realms would also be fighting eachother to secure keeps.
Tue 26 Feb 2019 6:40 PM by teiloh
imo at most one keep per realm should allow tping. There'd be a supply line that proceeds from frontier keep to progressively closer (to relic) CKs
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