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New Idea for WvW: Outpost Bases - New Structure that can be built and provide tools for large war


Knighthonor.4061

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gCiDI2d.jpgYHA83g5.jpgx3xbJoO.jpgc7srPMj.jpg

I made this in 7 Days to Die since its a sandbox game so of course its not going to look exactly like this. This is just a visual demo / concept demo.

But this the idea I have for a new Outpost building feature for WvW in Guild Wars 2. It is placed down and players build it with resources and supply like current siege building works.Can be upgraded to have spikes that cause bleeding to enemies. A Spotlight upgrade can target ground area to reveal stealthers. Mortars can be added to the corners for ranged firing.The Outpost has a new Shrine feature that can rez players, but it works on a timer-based like in most FPS, unlike Waypoints, So players can't spawn here even when the outpost is under attack. The Graveyard has its own Champion Guardian, that can be defeated by enemy army to temporary halt the Shrine from being used until recaptured by the outpost's owners. This will require some players to defend the outpost along side whatever offensive strategy they plan.The center is hollow which can build sieges there excluding Shield SIege, since each outpost will have their own Shield Siege mechanic built in for manual defense that need to still be activated, but has its own unique restrictions.Players can stand on the walls like Walls in other Structures.

Outpost building locations have a restriction of not being buildable within a certain distance of another structure in the area. This is to prevent players from building an Outpost right next to a Keep or Tower or any other structure.

Only 2 Outpost can be built on the map per Team. Each Outpost has a duration timer that it will exist unless destroyed early by enemy players.

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@Dawdler.8521 said:... that's called a tower. We have lots of them.

no this is different because this idea is just a 4 wall structure that can be built and placed as long as its not near another outpost/structure. Has its own revive system and can be totally destroyed. Towers are permanent structures that provide points and can be captured. Outpost cant be captured. They are owned by the faction that made them.

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@Clownmug.8357 said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

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@Knighthonor.4061 said:

@"Dawdler.8521" said:... that's called a tower. We have lots of them.

no this is different because this idea is just a 4 wall structure that can be built and placed as long as its not near another outpost/structure. Has its own revive system and can be totally destroyed. Towers are permanent structures that provide points and can be captured. Outpost cant be captured. They are owned by the faction that made them.

You are still describing what is essentially a tower.

It's like saying that we need a new type "mine" where NPCs goes and gather "minerals" to bring to structures in order to upgrade them and players have to defend the mine and escort NPCs. An entirerly different mechanic akin to resource gathering in RTS games?

No, it's the same thing as camps.

And it's definetly not what WvW need right now.

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@Dawdler.8521 said:

@Dawdler.8521 said:... that's called a tower. We have lots of them.

no this is different because this idea is just a 4 wall structure that can be built and placed as long as its not near another outpost/structure. Has its own revive system and can be totally destroyed. Towers are permanent structures that provide points and can be captured. Outpost cant be captured. They are owned by the faction that made them.

You are still describing what is essentially a tower.

It's like saying that we need a new type "mine" where NPCs goes and gather "minerals" to bring to structures in order to upgrade them and players have to defend the mine and escort NPCs. An entirerly different mechanic akin to resource gathering in RTS games?

No, it's the same thing as camps.

And it's definetly not what WvW need right now.

https://wiki.guildwars2.com/wiki/Towerhttps://wiki.guildwars2.com/wiki/Resource_camphttps://wiki.guildwars2.com/wiki/Objective

once again, these are permanent structures, they provide points to the score.

the Outpost is not a permanent structure. Its placed just like a open field siege is placed and built.

Also unlike those, it provides a unique revive mechanic.

And your RTS analogy makes no sense here. This functions just like any Open Field Siege would expect being a Treb or Catapult, this is a Outpost composed of 4 Walls and upgrades to provide more defense. You can capture a Tower or Camp. Outpost cant be captured. Thats how its different. Just like Trebs and Siege weapons cant be captured and used by enemy, same with outpost. Again, Objectives (Towers and Camps) can be captured. Totally different.

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@Knighthonor.4061 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

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@TinkTinkPOOF.9201 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

Because it provides another form of attack. Enemy Zergs will need to play a balance of offense and defense.If iam Red, and my team build an outpost between Dragonbrand and Langor we can launch our attack from that outpost on both structures. Blue will need to destroy the outpost while also attacking off Red Army of players who are attacking the blue structures, as well as defending the outpost's shrine. Blue Commander has to make a decision on how to approach this issue since their commander will need bodies going down to the Outpost to shut down the Shrine, while its ranged sieges rain down on the outpost to help destroy it.

Red will launch its own ranged sieges, and the Red commander will leave behind a few people to man the defensive tools to prolong the Outpost, while the Red Commander moves forward to attack the structures and enemy blue army.

This wont be an easy fight and meant to bring more long duration battles instead of short zerg fights like now. Which is the goal of this.

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@Knighthonor.4061 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

Because it provides another form of attack. Enemy Zergs will need to play a balance of offense and defense.If iam Red, and my team build an outpost between Dragonbrand and Langor we can launch our attack from that outpost on both structures. Blue will need to destroy the outpost while also attacking off Red Army of players who are attacking the blue structures, as well as defending the outpost's shrine. Blue Commander has to make a decision on how to approach this issue since their commander will need bodies going down to the Outpost to shut down the Shrine, while its ranged sieges rain down on the outpost to help destroy it.

Red will launch its own ranged sieges, and the Red commander will leave behind a few people to man the defensive tools to prolong the Outpost, while the Red Commander moves forward to attack the structures and enemy blue army.

This wont be an easy fight and meant to bring more long duration battles instead of short zerg fights like now. Which is the goal of this.

But why would any tag who knows what they are doing, actually do that? You are limited in placement, when siege can be placed anywhere and can be defended with less supply. From how you are talking, you are talking as if the outpost will be hard to destroy, as such this would just be as I said, another layer to protect the attackers from actual combat, as now they have a new safety bubble to sit in while attacking a structure.....No thanks.

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@Knighthonor.4061 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

Because it provides another form of attack. Enemy Zergs will need to play a balance of offense and defense.If iam Red, and my team build an outpost between Dragonbrand and Langor we can launch our attack from that outpost on both structures. Blue will need to destroy the outpost while also attacking off Red Army of players who are attacking the blue structures, as well as defending the outpost's shrine. Blue Commander has to make a decision on how to approach this issue since their commander will need bodies going down to the Outpost to shut down the Shrine, while its ranged sieges rain down on the outpost to help destroy it.

Red will launch its own ranged sieges, and the Red commander will leave behind a few people to man the defensive tools to prolong the Outpost, while the Red Commander moves forward to attack the structures and enemy blue army.

This wont be an easy fight and meant to bring more long duration battles instead of short zerg fights like now. Which is the goal of this.

If you spent any time in wvw you’d realize this isn’t going to work or have the desired outcome like you’re thinking. It would be a waste of resources.

What’s your wvw rank?

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@Swagger.1459 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

Because it provides another form of attack. Enemy Zergs will need to play a balance of offense and defense.If iam Red, and my team build an outpost between Dragonbrand and Langor we can launch our attack from that outpost on both structures. Blue will need to destroy the outpost while also attacking off Red Army of players who are attacking the blue structures, as well as defending the outpost's shrine. Blue Commander has to make a decision on how to approach this issue since their commander will need bodies going down to the Outpost to shut down the Shrine, while its ranged sieges rain down on the outpost to help destroy it.

Red will launch its own ranged sieges, and the Red commander will leave behind a few people to man the defensive tools to prolong the Outpost, while the Red Commander moves forward to attack the structures and enemy blue army.

This wont be an easy fight and meant to bring more long duration battles instead of short zerg fights like now. Which is the goal of this.

If you spent any time in wvw you’d realize this isn’t going to work or have the desired outcome like you’re thinking. It would be a waste of resources.

What’s your wvw rank?

217

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@Knighthonor.4061 said:

@"Clownmug.8357" said:Seems like a distraction from WvW's core gameplay. Instead of attacking/defending existing structures there would be players going off to the middle of nowhere to play in these sandboxes.

No since Outpost wont provide any points, they are structures of tactic alone. Players will establish an Outpost and use it to launch their attacks from. Enemy players defending their own Permanent Structures will see the outpost for the threat it is and launch a counter assault on enemy Outpost while their offensive army is building their own Outpost somewhere or attacking a structure.

But why?

As it stands now, who in their right mind would waste time and supply on building this only to still have to build siege to attack? In the time you get this up, people inside, siege built and the outpost "upgraded" whatever that means, you would have capped the structure had you just dropped siege and attacked. Time to flip something unless defended by the same numbers is very, VERY fast, and if the structure is defended by the same numbers as you have, they will destroy the outpost before it's built unless they are SUPER strong. As plopping down some shield gens would be better, take less time and supply. So unless you are making it super strong, no one will use it, and if you do make it strong, then all you are doing is adding another layer to stop actual combat, because forget having to fight the other defending players, just drop a outpost and be safe inside while you attack their structure.

Because it provides another form of attack. Enemy Zergs will need to play a balance of offense and defense.If iam Red, and my team build an outpost between Dragonbrand and Langor we can launch our attack from that outpost on both structures. Blue will need to destroy the outpost while also attacking off Red Army of players who are attacking the blue structures, as well as defending the outpost's shrine. Blue Commander has to make a decision on how to approach this issue since their commander will need bodies going down to the Outpost to shut down the Shrine, while its ranged sieges rain down on the outpost to help destroy it.

Red will launch its own ranged sieges, and the Red commander will leave behind a few people to man the defensive tools to prolong the Outpost, while the Red Commander moves forward to attack the structures and enemy blue army.

This wont be an easy fight and meant to bring more long duration battles instead of short zerg fights like now. Which is the goal of this.

If you spent any time in wvw you’d realize this isn’t going to work or have the desired outcome like you’re thinking. It would be a waste of resources.

What’s your wvw rank?

217

wth does WvW rank have anything to do with it? Like PvP rank, it means nothing in the grand scheme of things. If it did, then I am disappointed to all higher ranked people I beat on the battlefield as they should be able to beat me.

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@Knighthonor.4061 said:

@Dawdler.8521 said:... that's called a tower. We have lots of them.

no this is different because this idea is just a 4 wall structure that can be built and placed as long as its not near another outpost/structure. Has its own revive system and can be totally destroyed. Towers are permanent structures that provide points and can be captured. Outpost cant be captured. They are owned by the faction that made them.

You are still describing what is essentially a tower.

It's like saying that we need a new type "mine" where NPCs goes and gather "minerals" to bring to structures in order to upgrade them and players have to defend the mine and escort NPCs. An entirerly different mechanic akin to resource gathering in RTS games?

No, it's the same thing as camps.

And it's definetly not what WvW need right now.

once again, these are permanent structures, they provide points to the score.

the Outpost is not a permanent structure. Its placed just like a open field siege is placed and built.

Also unlike those, it provides a unique revive mechanic.

And your RTS analogy makes no sense here. This functions just like any Open Field Siege would expect being a Treb or Catapult, this is a Outpost composed of 4 Walls and upgrades to provide more defense. You can capture a Tower or Camp. Outpost cant be captured. Thats how its different. Just like Trebs and Siege weapons cant be captured and used by enemy, same with outpost. Again, Objectives (Towers and Camps) can be captured. Totally different.

What open field?The current maps are not large enough for this and the structure of WvW or the complete absence of it is not tailored towards such features.Maybe start with more humble and simple changes like ...oh I don't know .....maybe not being able to attack SM from the safety of a Keep especially when that's possible for only 1 of the 3 available keeps.The trick with WvW is to aim small miss big and expect nothing other than more WXP and questionable loot.

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I would love it if we could push WVW to be more like Planetside 2, which has both Fixed Objectives (some of which grant map wide bonuses), and Player Built Structures (which can grant things like respawning, orbital strike, etc).

But the maps are no where big enough to support player structures. We would need a new map that is MUCH larger to fit these types of things, and an increase of player cap so that you can have multiple groups focused on construction, supply, attack, and defense. Which would require better servers =(

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@Kiroshima.8497 said:I would love it if we could push WVW to be more like Planetside 2, which has both Fixed Objectives (some of which grant map wide bonuses), and Player Built Structures (which can grant things like respawning, orbital strike, etc).

But the maps are no where big enough to support player structures. We would need a new map that is MUCH larger to fit these types of things, and an increase of player cap so that you can have multiple groups focused on construction, supply, attack, and defense. Which would require better servers =(

But were we 'find An existing map with a good base spec and existing different environment and area effectsBut no1s playing?

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amazing idea... but.. to expand on this conept... could we also get portable stepping stones (that we need to build up sith supply..say 5 sups) that we need to place in order to get anywhere... and if we touch the ground... we get sent back to spawn.. and have to start the process again.. when we place enough steppin stones we are then allowed to build this new structure ... and then we are safe to steppy stone toward enemy objerctive..... and if we fall off the steppy stones this time... we oonly get sent back to the structure.... such gameplay would allow for true wvwers to get down to the most important aspect of wvw which is building useless and pointless stuff coz we dont have quite enough stuff to build at the moment. thanks anet.... next public poll = portable stepping stones

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First impression: Too complicated

I see what you want to create here: a "free to place tower". But what exactly is the tactical or strategic concept/intention for this structure?e.g. a current Sentry spot acts as a automated warning signal to detect enemies in range and it slows down enemy supply routes; a camp does provide a supply source with a small self defence potential; a tower controls passing by unnoticed, but does not control movement of enemies unless manned/scouted by a live player (this flaw can be reduced by Watchtower upgrades) Towers have better self defence potential (walls, gates) that can be improved by upgrades.How does your concept fit into the strategy compared to Sentries, Camps and Towers?

Just an example for a concept:When DBL came out, we had Barricades, that blocked movement and could be build by allies on their borderland with supply. Roamers hated it, because it was hard to break down and closed bottlenecks for quick map movement. When they removed a lot of bottleneck in DBL, Barricades were removed too.Even in their original form, Barricades could be introduced again, because two more things were added to the game: 1. Territory control (the colour holding a territory could build a barricade 2. Warclaw, which now provides a mobile siege damage potential to take down barricades faster that using regular skills.Barricades served as a "movement control" concept

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I'd rather not. It's like a Pillbox, and you could just plant that by damn tower or gate...and block it. Making it harder to get inside a location....I can see where this could be seriously abused....and think of the Trolls...they'd have a field day with blocking their own "teammates" for the fun of it....yah, not cool.

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@"Knighthonor.4061" said:gCiDI2d.jpgYHA83g5.jpgx3xbJoO.jpgc7srPMj.jpg

I made this in 7 Days to Die since its a sandbox game so of course its not going to look exactly like this. This is just a visual demo / concept demo.

But this the idea I have for a new Outpost building feature for WvW in Guild Wars 2. It is placed down and players build it with resources and supply like current siege building works.Can be upgraded to have spikes that cause bleeding to enemies. A Spotlight upgrade can target ground area to reveal stealthers. Mortars can be added to the corners for ranged firing.The Outpost has a new Shrine feature that can rez players, but it works on a timer-based like in most FPS, unlike Waypoints, So players can't spawn here even when the outpost is under attack. The Graveyard has its own Champion Guardian, that can be defeated by enemy army to temporary halt the Shrine from being used until recaptured by the outpost's owners. This will require some players to defend the outpost along side whatever offensive strategy they plan.The center is hollow which can build sieges there excluding Shield SIege, since each outpost will have their own Shield Siege mechanic built in for manual defense that need to still be activated, but has its own unique restrictions.Players can stand on the walls like Walls in other Structures.

Outpost building locations have a restriction of not being buildable within a certain distance of another structure in the area. This is to prevent players from building an Outpost right next to a Keep or Tower or any other structure.

Only 2 Outpost can be built on the map per Team. Each Outpost has a duration timer that it will exist unless destroyed early by enemy players.

I love that people still come on this forum with suggestions for projects for the wvw 'team' (LOL) when it's been how long since alliances first mooted and it's still nowhere to be seen. Seriously. I love you. You take optimism to new heights I could not dream of reaching:-)

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