Hello all,
So I've decided to start a hread with new Demigod game modes. Why? Because I think it's a perfect environment in which the classics can blossom.
1) First of would be the implementation of the good old CAPTURE THE FLAG!
In this mode, a flag would be located in the center of a map (naturally) and must be retrieved by a Demigod and brought back to their citadel in order to score the point. Games ould be played out as they are currently played (so nothing new) except for that the flag bearer would need 5 secs to "pick up the flag" (leaving him vulnerable to stuns,etc. to interupt its capture).
Once succesfully retrieved, the bearer would suffer a 25% speed drop as well as disabling his items and weapons/abilities (come on your bearing a flag...you cant wield your hammer
as well as to disable the "Iget the flag and use teleportation scroll to map back to base).
Very simple mode in my opinion. Would lead to fast paced games in which team strategies will reign supreme.
2) Second mode would be the King of the Hill mode (variant of dominate)
This mode would be DEAD SIMPLE TO MAKE. Just add ONE FLAG to a map instead of the usual 8+ flags of the dominate maps.
Flag in the center of the map, once its captured, it will score points in the same manner that Domiante does. Reach the alloted goal and win the game.
3) Assault: THE BEST OF THE LOT!
I se this mode happening because of the various towers (light/dark/archers). In this mode, one side of the map would be void of anything except mines (special use...see below) and a "recrutement center" (The portals) whilst the other side (the defenders side) will contain a vast assortment of defenses such as 40+ towers of light/darkness, 20+ archers towers and INDESTRUCTABLE FORTRESSES at each "opening" (see below).
The map would be one side BUNKERED with multiples defenses (i'm talking dead Demigod in instans if the conditions are not met) but NO PORTALS (so no reinforcements..just Demigods) and 3 openings to its inner core (the Citadel) each defended by a invulnerable fortress.
Now the point of this game would be for the attackers to destroy the enemy citadel (naturally) whilst the defending teams goal would be to last a certain amount of time.
To achieve this goal, the attackers would receive their reinforcments as bait and must capture AND MAINTAIN the mines in order to produce a unique item (The Doomparst) which upon use (5 sec triggering/ 1 minute cooldown) would unleash a massive AoE damage which would bypass the fortresses invulnerability (thus the way o bring them down (not to mention the overabused towers). Once a way has been breached, the attackers may swarm in and attempt to destroy the core (citadel) using either their brute strenght, or the DoomParst method).
Of course, the defenders will have a chance to retaliate by CAPTURING THE MINEs ( that means sending some rogue agents away) by doing so, they will be able to retrieve the DoomParst for THEMSELVES in order to HEAL THEIR FORTRESSES AND STRUCTURES (sort of like the die of chance,,item! Either it heals you or does damage to enemy! Same principle but applied to structures).
I know its not overly detailed! But I suspect its more than enough to give you an idea of the potential this could hold in Demigod tournaments.
Any imput is of course, GREATLY APPRECIATED!
Thank you!
-ShadowMastiff2468-