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Yes would be worth looking at
No
Well Hum...
This is good Idea But I've some Questions
Should there be a new map for this? or Forests of Caldavar can make it?
Will that be like team 1 vs team 2 vs team 3 vs team 4? or is that team 1 and team 2 vs team 3 and team 4
I've some Ideas :
if that is Team 1 & 2 vs Team 3 & 4 we can give some permissions to teams.
e.g team 1 & 2 are allies but, wards of team1 don't give sight to team 2 or team 1's courier doesnt travel with team2 players' order. but both teams join teamfights and both work toghater.
I wonder how can there be 20 players in game? won't that be lagg or result some crashes? I think new Map Is Needed, we can't have 4 bot , 2 mid , 4 top.
I've another Idea,too.
Team 1 & 2 Fight in one map and Team 3 & 4 fight in another map.
Winner of Fights, Face other one.
e.g: team 1 & 2 fight in Forests of Caldavar or any other map and at same time, team 3 & 4 are fighting. after team 1 or team 2 wins, the winner team fights with winner of team 3 & 4.
and they can see other teams' fight. and if one of fights finished but the other one still runs, the winner watchs the game untill one of the teams wins.
Humm... And Because it's long and hard, It gives more MMR & Silver to the winner than normal matchmaking.
Regards.
I dont see the value of having team 1 and 2 vs team 3 and 4, but then again having to destroy 2 thrones in different locations would create for more strats and let the game last a little bit longer.
Not a fan of the second idea due to one team could stomp there opponents and be done in 15 and then have to wait up to an hour to play again, no one would stay for it.
I drew up a draft ms paint new map, it would consist of 4 different styles of worlds (thats my vision) and i guess a modified forest of cal wouldn't be terrible. My goal was Team 1 vs 2 vs 3 vs 4. winner is the last one standing.
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To make the game complete faster and perhaps deswayed teams from playing uber defensively;
In normal games, when a Barracks is destroyed, the creeps in the lane become UBER. A tool to hasten the end of the game in the event of a stalemate.
How about (using a scenario):
Team A is pushing onto Team B's base.
Team A obliterates one of Team B's Barracks.
A random lane of Team A will become uber creeps for the corresponding Barrack type.
This will occur multiple times. The random lane that gets upgraded will be the least upgraded one.
A lane can be upgraded twice if say Team A solo smashes B and then Solo Smashes C. Team A will have three lanes of creeps that are Uber*2.
If two team contribute destroying a Barracks, both teams will share the upgrade.
Will encourage a very aggressive play style. You can still turtle up and hope the enemy obliterates each other, but it means the enemy left standing will have a greater advantage over you. Which means you'd have to choose your moments of passive play to aggressive play carefully.
Another idea of a mechanic is when a team's base is destroyed, the players can stay and observe but can only see what they could see (so no spiteful ghosting) or are allowed to leave and play a next game.
When a team's base is no-more, all lane creeps will no longer path towards that base. This means choosing your enemy to eradicate is a careful choice. You don't want to inadvertently increase the creep-wave pressure in one lane.
Using:
If A gets obliterated, B and C's lane towards A will go along in mid lane instead. B and C will balance each other (if you ignore any barracks buffs) but D's mid lane will be at a disadvantage.
Last edited by Sherwood; 05-29-2012 at 04:01 PM.
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In my opinion, it would just be the same as mid wars where certain heroes will dominate and some heroes are best avoided.
Regardless its still an interesting concept, say A team had a tempest and grabbed key members from B and C. Members from B and C would have to make a choice whether it would be best to break the channel or not as it benefits them for an enemy losing a key player and so on.
how i see it
10 vs 10?
6 vs 6 maps ????? would be rlly awesome maps should be big and long
and buffs to be applied on towers and buildings
If One of my suggestion gets impelented i will rest in peace
To a max of 4 teams,any combo should be possible:
1v1v1v1 or 2v1v1v1 or 2v2 or 1v3.Why not?
As for map,new ones could be made for that purpose IF we ever get the editor from 2 years ago.IF.
you got +1 from meIt will be fun...huge teamfights with aoe everywhere...massacre...annihilations...oh sweet jesus....taunts everywhere...
![]()
"Peace if possible, truth at all costs."
"Blood alone moves the wheels of history."
"I feel much freer now that I am certain the pope is the Antichrist."
-Martin Luther
"In politics, nothing happens by accident. If it happens, you can bet it was planned that way. "
- Franklin D. Roosevelt
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i got some questions
i dont undestand it
is it like 4 teams each made out of 3
or 4 teams blue and teal vs red andorange
but blue and teal are allies and red and orange are allie ?????????
If One of my suggestion gets impelented i will rest in peace
I really, really like this idea! Would definitely bring more strategy into HoN itself - especially the 4 teams map. Also, if one team feels like they have lost, they can concede and their base will be completely destroyed immediately, so there wouldn't be any "oh, 3 teams fight, we can't do anything, we have to wait here".
"You're MINE.... umm, yummy"
It's team 1 vs team2 vs team3 vs team4 (or just 3 teams.). Either 3-5 players per team. That was my base suggestion, the rest is just different ideas. The more the better. Gives s2 some direction if they decide to pick this mode up.
I think having a teams whole section disappear when they cede/get beaten would be best to keep the pace.
If the team is first out they won't get stat update until the game is over but are free to play next game.
Combinatiin teams could be possible in public mode not in match making mode. Also preferd stats shown.
Would love a mod or s2 members input or feedback on this idea.
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Too bad my PC is old and it will blow in such teamfights like 20ppl fighting![]()
"Peace if possible, truth at all costs."
"Blood alone moves the wheels of history."
"I feel much freer now that I am certain the pope is the Antichrist."
-Martin Luther
"In politics, nothing happens by accident. If it happens, you can bet it was planned that way. "
- Franklin D. Roosevelt
for your 3 player map i would love to see some sort of neutral capturable fortress(with assicated towers in the lanes, which become active when captured) and can be recaputered and rebuild by the other 2 teams, would make a king of the Hill mode possible too. there shouldn;t be kongor etc on the big map, as for teams on it it should be beast, human and hellbourne.
Yes, as said by tHe_silent_H, 3rd faction definately should be the beast horde. It fits very strongly into this game, since they kinda are the third faction.
More to the point, i could definately see 5v5v5, but not 5v5v5v5. It just blows the crap out of some computers that cant handle it, and we all know that the HoN engine is very unstable. As barracks go, i would love to see the creeps of the enemy decrease instead of yours increasing. Instead of making your creeps stronger, it would be way more balanced to make the creeps weaker. Like decreasing their HP by 150 and damage by ~20.
But we have seen it. If S2 is going to do something big, they actually make it big. Instead of just recycling FoC, they made a entirely new map with actual thoughts of balance.
I actually like the thought if splitting legion into humans/dwarfs and beasts would make sence. There's no reason not to have the option of 4x5, unfortunately you can't cater towards **** pc's forever. Also creeps getting weaker would balance nice until 2 teams remain.
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It is true that they cant focus on weak PCs all the time, but think the other way. I know many people with computers that can go full graphics on BF3 or Crysis, yet they crash because of HoNs engine. Adding even more unstability than neccesary isnt really recommended from my point of view.
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How is this for a new map?
Numbers/spawning locations of anything, can be changed.
Not sure about the river placements and amount of towers.
I don't know how much players HoN can handle either.
It can be a huge map to have bases separated or a very small map for constant action.
Also, feel free to add it to your first post if think it's any good lol.
love the idea of having map to this, although there are going to be major disadvantages and advantages for several heroes, like behemoth would become very overpowered but the solo heroes like rampage and bloodhunter will become less usefull.
offcourse this is a reason to not play these heroes anymore and go for pure team strategy and go for AOE skills instead of single target damage.
then there is the problem with finding games, it sometimes takes over 5 minuts to find a game at a normal 5vs5, imagine having to find a game for 20 people.
also where would you place kong or other acients ? it will be very hard to make the map even for all teams.
last point: the number of wards should be upgraded to a max of 6 or 8 and the cooldown reduced since you have much more places to ward.
hope the problems get solved and the map gets to newerth soon. +1
You can argue some heroes are useless on the current modes. Heroes like Rampage and Bloodhunter become less powerful the higher rating you are as the playerbase generally are better equipped at dealing with these gimmicky heroes.love the idea of having map to this, although there are going to be major disadvantages and advantages for several heroes, like behemoth would become very overpowered but the solo heroes like rampage and bloodhunter will become less usefull.
One strategy is to pick heroes that are good turtlers that can farm whilst the other teams fight. Or hard pushers. It depends what advantages certain tactics have. But yes, probably very safe to say that in Pub-Play that people will just pick AoE heroes.offcourse this is a reason to not play these heroes anymore and go for pure team strategy and go for AOE skills instead of single target damage.
If the queues are projected to be too long, reduce the number to 12 (3v3v3v3). That's 2 more than normal. That's according to your stats, sometimes over 6mins.then there is the problem with finding games, it sometimes takes over 5 minuts to find a game at a normal 5vs5, imagine having to find a game for 20 people.
Perhaps 4 sets of ancients or none? The former would be a greater advantage for farm and the latter encourages a more push/midwars playstyle. Kongor-type mob is primarily used to punish the enemy who are turtling. You gain a buff/token that should let you break through. Depending on the mechanics and advantages of defeating an enemy team, you might not need Kongor-mod at all.also where would you place kong or other acients ? it will be very hard to make the map even for all teams.
Potentially supports can generate more gold from assists from more hero kills. If it's a 3v3v3v3 fight, it'll be 80% more gold at most on average. So they can afford using 5/7 wards at once.last point: the number of wards should be upgraded to a max of 6 or 8 and the cooldown reduced since you have much more places to ward.
However, maintaining the A v B limit might make you more careful about where you ward. You could be defensive with wards. Or 'mark' a team for death and offensively ward an enemy's neutral territories. The same limit with the increase gold flow could let Supports be more carry-ish. I can envision that on paper this will have the same pace as Mid Wars.
Those are my thoughts.
Last edited by Sherwood; 06-18-2012 at 08:36 PM.
I do commissions for drawings/paintings/digital art. My profile is at http://scw55.deviantart.com
Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
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Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium