[SUGGESTION] Upgradeable Sentries — Guild Wars 2 Forums
Home WvW

[SUGGESTION] Upgradeable Sentries

TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

Ah the poor little sentry that is run over countless times per day. How about we give them a helping hand.

So the idea is why can't we buff this open world objective and make it more important since it already is a key control point on a map, albeit one anyone can flip. Like camps its already an open world non-walled objective that can create interesting fights and potentially more if enhanced.

The idea would be it would rank up like towers and keeps by each friendly yak that passes thru it. It would have three tiers and would allow for 3 levels of enhancement and be claimable by guilds. Tier 0 would be what we have now. Tier 1 would add another guard and a ranged unit at the sentry point. Tier 2 would add a 2 guards (1 melee, 1 ranged) partoling from the sentry point towards the tower or keep that the camp would supply. Tier 3 would add 2 (1 melee, 1 range) more patrolling toward the camp. The patrol routes would take both groups back to the mid point of the sentry at the same time so in effect it would be expanding and contracting still from the central guard point. Only the exiting sentry point would mark like we have today unless upgraded (see below).

The three enhancements that would be added should add more varied gameplay by allowing the claimed guild to adjust the purpose of the sentry point. The first level of enhancements should be about additional guards, one enhancement might be add more melee, more range or the guards that can pull. The second tier would be about be the patrols. Potentially options like; spawn extra range, extra melee, increase toughness of partols. Tier 3 would be enhancements to the overall purpose of the sentry. Options might be; Swiftness, yaks passing thru the point are granted 30 seconds of swiftness. Toughness, extra guards are spawned when the yak passes thru the sentry that escort it to the keep. Detection, yaks passing thru the sentry now mark enemy players that approach them.

Additional options could be added to vary game play and allow players to make these open world point more interesting and diverse. Higher tiered sentry points would reward more war score when flipped.

Good hunting!

Envy the Madman his musing when Death comes to make fools of us all.
De Mortuis Nil Nisi Bonum.
TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/Civ6/CU/AoC/NW

Comments

  • i think t3 sentries should spawn 3 charrcars for the team to use wiht a 15min cd. give me my kitten charrcars kitten

  • Apokriphos.7042Apokriphos.7042 Member ✭✭✭
    edited October 6, 2020

    I think if anything like this were to occur there should be massive nerfs applied to zerging and number stacking.

    Squads should be capped at 20 players. Non self boons should have their duration halved or more, and player collision implemented to prevent mindless zerg stacking. Aoe damage should become uncapped to encourage spreading out. And server swapping ahould become prohibitively harmful to those who take advantage, preventing wvw rewards for 2 months post transfer.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @Apokriphos.7042 said:
    I think if anything like this were to occur there should be massive nerfs applied to zerging and number stacking.

    Squads should be capped at 20 players. Non self boons should have their duration halved or more, and player collision implemented to prevent mindless zerg stacking. Aoe damage should become uncapped to encourage spreading out. And server swapping ahould become prohibitively harmful to those who take advantage, preventing wvw rewards for 2 months post transfer.

    A Warhammer player perhaps? Waaagh?

    Your above could be a suggestion all by itself and could see it. Without derailing my own thread could see a week of gameplay where collision is on.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/Civ6/CU/AoC/NW

  • good lay out of a suggestion, but that is not what the sentry is for.

    They are there to mark enemies and to tell you what is happening on the map.

    That is why sometime commander will ask not to kill sentry and use a longer route to reach the target. etc etc. if you change it then you have to move sentry elsewhere and they are still going to be a single charr standing there. so.

    yeah, good suggestion but not usable here.

  • KrHome.1920KrHome.1920 Member ✭✭✭✭

    A sentry is not an objective like the upgradeable structures (camps, towers, keeps). It has a different purpose.

    But why not... add all that stuff, but then do also change the participation a sentry grants to 10 minutes like it is for every upgradeable "structure" in the game mode.

  • ASP.8093ASP.8093 Member ✭✭✭

    If you bloat up the sentries, you actually create fewer "interesting fights," imo:

    By being an little radar station that's very easy to knock off, but annoying (the big Marked radius) and worth a little bit of participation, you create an incentive for people to hit them quickly even though they're going to be target-painted on the map when they do it. And that in turn draws roamers and defenders to that general area to pick some fights. If knocking over a sentry becomes more like knocking over a camp, there's more reason to just route around them instead.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    To those with feedback, thanks, I have not replied to your comments since that's the point of a suggestion thread is to throw an idea out and refine it based on those comments. But don't take the lack of replies as less than thanks for the replies, thanks for the feedback! Good gaming!

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/Civ6/CU/AoC/NW