[quote]
- [b][u]double invasion[/u][/b] (allow two team mates to invade at the same time)
- [b][u]portal blocking[/u][/b] (block enemy portal for a time)
- [b][u]invader signal flare[/u][/b] (when invaded, a signal flare shoots into the sky above invader)
- [b][u]mote theft[/u][/b] (when invading, you can rob up to 15 motes from enemy's Primeval bank)
- [b][u]backup motes[/u][/b] (motes aren't lost if you die, only lasts for one death)
- [b][u]team overshield[/u][/b] (grants an overshield to the team)
- [b][u]Primeval bank defenses[/u][/b] (bank emits arc damage for a time when enemy is detected)
[/quote]
Double Invasion is a horrible idea. Even if it was restricted to a special portal that would only spawn if you were 50 motes behind the other team. One thing I’ve noticed a trend in when queuing up solo is that there are those who go in only for the PvP. These are the ones who consistently wipe the other team, camp the heavy spawn and portal, and have little to no motes banked. They are there solely for the invasions. Put in double invaders and they will intentionally wait just to double invade.
Portal blocking - you would have to forfeit valuable motes just to block an invader when you could be 15 motes closer to your prime evil. Just deal with the invader. Even if I have 15 motes, when the invader shows up, I’m aggressively hunting him down. Portal blocking sounds like a crutch for those who don’t know how to deal with the PvP side of Gambit.
Invader signal flare - it already blares a horn and puts a timer on your screen. Yes, their wall hack is annoying, but it adds to the thrill of the hunt for the defenders. I’m no PvP pro, but I’ve become lethal at hunting down and blindsiding the invader.
Mote Thief - I like the idea. But to steal 15 motes, you cannot kill any defender. (Would be damned hard to steal with a flare being shot off over head btw - just touching on the previous point).
Backup Motes - this takes away the risk of collecting motes to bank the full 15. This is Gambit. It’s supposed to be risky.
Team overshield - come on. Now you are just begging for easy defense. Man up.
Prime Evil bank defense - why? Mote Thief is a decent idea. He is already trying to be sneaky, and steal motes instead of killing the other team. It’s real fast to get back to the center of the map and defend, so the thief is an easy target. Why does the bank itself need a defense mechanism? Then you could ignore the invader and keep collecting motes while your bank does the work.
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Now for other ideas posted that sounded good and some ideas I have -
Ascendant Realm - I like it. Not sure the best way to implement, but it could be if you make it to round 3, it takes place in the ascendant realm. Or during round 3 a special portal opens that two guardians from each side can enter to battle each other and special enemies for additional rewards for your whole team.
Revamp invading/defending - if you invade and wipe the entire team, you return with 15 motes. If you kill 2 of 4 and return without being killed, you return with 5 motes. 3 of 4 nets you 10 motes.
On the other side of that coin, if you kill the invader before they can kill anyone on your team, they drop 10 motes. If they kill 1 of 4 and then you kill them, they drop 7 motes. 2 or more and they only drop the standard 3. (The point to this is to increase both the risk and reward of invading)
Also, invading during Prime Evil damage phase revamp. If motes are no longer a reward or risk, as in both teams have their prime evil, the invaders kills heal the prime evil as normal, but if the invader is killed without killing anyone of the defending team, it heals the invaders prime evil by 30%. If he kills 1 before being killed, his prime evil is healed by 15%. 2 or more before being killed, no health restoration for his prime evil.
The idea on my revamp is to make invading more risky and rewarding. Right now with the right setup, 3 can easily melt their prime evil while the 4th invaded to either stall and distract the other team or kill them to heal their prime evil without risk.
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[quote]Double Invasion is a horrible idea.[/quote] I had a feeling double invasion wouldn't get much love, but my hope was that, with the proper tradeoff for using it, it might not be so bad. My initial idea for the double invasion tradeoff was that it spawns two glowy enemies for the team being invaded but, perhaps that's too lenient of a tradeoff, especially when it comes to 2 invaders that consistently wipe teams. With that said, what might be a better tradeoff? Perhaps activating a double invasion permanently makes the enemies much tougher and more aggressive for your team? Remember a double invasion means there are only 2 people killing things and collecting motes, they'd have to play very carefully while you're gone, and when you got back you'd have a harder time progressing. A simpler tradeoff could be to just make the double invasion super expensive to activate, but that's not very creative. Basically, I think we could all come up with a way to make a double invasion not be so bad by attaching appropriate risk/cost to it. [quote]Portal blocking - you would have to forfeit valuable motes just to block an invader when you could be 15 motes closer to your prime evil. Just deal with the invader. Even if I have 15 motes, when the invader shows up, I’m aggressively hunting him down. Portal blocking sounds like a crutch for those who don’t know how to deal with the PvP side of Gambit.[/quote] You're focusing too much on you and your own playstyle here in shooting down the idea. Think about how others play, how they'd like to play, and what things might be meaningful to them in this gametype. You nailed the point of the idea in your last sentence, it is exactly that, a way for those who don't care for and/or aren't good at dealing with the PvP side of gambit. Just like you said there are some players who queue up solely for invading, there are those that like the PvE element, and those that like a bit of both. If they don't wanna deal with invaders, they can work towards this buff while the other team works towards a double invasion. Depending on the timing and strategy, either team could blow the other out with the buffs they've attained, and considering everything else they could be working for, there are lots of ways the end result could go, which is the whole point of this. [quote]Invader signal flare - it already blares a horn and puts a timer on your screen. Yes, their wall hack is annoying, but it adds to the thrill of the hunt for the defenders. I’m no PvP pro, but I’ve become lethal at hunting down and blindsiding the invader.[/quote] Again, you're only thinking about you. You are good enough, you enjoy the hunt, so there's no need for this buff...? Consider other points of view and playstyles. If it existed, no one is forcing you to waste your motes on this buff, as it's clearly not for you. Surely those that hate dealing with invaders will work towards it though, and be able to know the invader's general location when they come in, and have a better chance at surviving. [quote]Mote Thief - I like the idea. But to steal 15 motes, you cannot kill any defender. (Would be damned hard to steal with a flare being shot off over head btw - just touching on the previous point).[/quote] Not sure what you mean by you can't kill any defender, but, in general, it's supposed to be hard. [quote]Backup Motes - this takes away the risk of collecting motes to bank the full 15. This is Gambit. It’s supposed to be risky.[/quote] True, but the risk is still there in that you're spending motes to gain this one-time safety net, hindering your progress slightly towards the main goal. This is obviously the case with all the other buffs as well, if you're spending on those, then you're not spending on the main bank. [quote]Team overshield - come on. Now you are just begging for easy defense. Man up.[/quote] Not really. Most of these invasion encounters happen with the invader at range with Queenbreaker or Sleeper anyway, which will still one-shot through an overshield if you're decent. If you're already a pro invader/defender, this doesn't really change much for you, but for everyone else, there can be strategic use of it during PvE or PvP encounters. [quote]Prime Evil bank defense - why? Mote Thief is a decent idea. He is already trying to be sneaky, and steal motes instead of killing the other team. It’s real fast to get back to the center of the map and defend, so the thief is an easy target. Why does the bank itself need a defense mechanism? Then you could ignore the invader and keep collecting motes while your bank does the work.[/quote] My thought around this wasn't just for defending against an invader/possible mote thief, but also for dealing with the blockers being spawned in by the other team. Bank defense would help deal with some of those automatically while you continue collecting motes. It is on a limited timer though so it doesn't stay active the whole time. As for your ideas: - I like the ascendent realm idea for round three, especially because it sounds like something that would be a quicker way to settle the tie rather than playing another full round to kill a primeval. - The invading revamp I'm not sure about for the first part. Wiping a team is already a big win for the invader as they've likely caused a big loss of motes - that's enough of a reward imo. Rewarding them with motes for any kills I feel is too much, unless we take away their ability to see the other players and their mote counts (as someone who loves invading, I'd actually be okay with that). On the defender side, providing a reward for killing an invader before they've killed anyone is something I'd agree with. - Primeval phase revamp is a good idea.
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For those who like PvP there is the crucible. For those who like PVE there is planetary patrol. Gambit is a hybrid of the two. The issue with your suggestions is that you are trying to find ways to segregate PvP from PVE in Gambit. This destroys the very spirit of Gambit. If you don’t like PvP in any shape or form and refuse to play crucible, Gambit isn’t for you. Equally if you don’t care for PVE and just want to PvP only, Gambit isn’t for you. Now when it comes to invaders using Queensbreaker, Linear Fusion Rifles, or Sleeper, they aren’t invulnerable. Play enough Gambit and you’ll gain map awareness. Use situational awareness to know WHEN you are vulnerable to invasion and be strategically positioned to spawn kill the invader. I’m no PvP God. I’m average to below average. I play it and my skills are getting sharper, but I’m also getting older and my thumbs don’t move as fast as the kids today. But even with that, anything you devote time to you will gain skill in. I have played Gambit enough to be very skilled at it. I didn’t do this by suggesting changes to make it easier for me or remove the obstacles that I don’t like. I overcame those obstacles. And then your point of the bank defense being for the blockers too - it’s like you are also asking for the PVE aspects to be easier. —— So to go back and expand on the original statement: Those who like PvP - crucible *Quickplay - Competitive for the advanced Those who like PVE - Planetary Patrol - The Raid and Shattered Throne for the advanced Gambit is the hybrid of the two - the next step is to take it up a notch, not add in features to make it easier for those who don’t like PvP. So other revamp ideas: - The Invader’s Overshield - if you invade without any motes, you have a third of the overshield. Invade with 5 motes, you have two-thirds overshield. Invade with 10 or more and you have full shield. Die with those and the other team gets them. - to add to that, invade with Zero motes, you have a third of the overshield, but you are cloaked as you are today. Invade with 5 motes and you give off a dim pulse every 5 seconds giving away your position until your time runs out / you wipe the team / or are killed. Invade with 10 or more motes and you have full shield, but give off a bright noticeable pulse every 5 seconds. I’m still totally against the double invaders idea. No matter how you spin it, it will be abused and become toxic. Gambit is a gamble. It’s all designed about high stakes, risk and reward. To try to water down the stakes especially when it comes to invading or defending is just asking for an entire game mode nerf.
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Not complaining by the way, love the ideas.
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Quick question, how long did it take for you to write all that down?
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Little bit. Maybe 10 minutes or so.