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Originally Posted by Ha11uc1n0g3n
By "Slightly more diverse quests" do you mean in addition to point capping quests there might be something like the first team to get 100 CS after the quest pops, or first team to snag stormshield? Just curious what "diverse" would mean since all quests are currently point-cap quests. Or are we talking more diverse quest rewards?
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Before I start, remember that the quest system can go in several directions. It can simply be refined, or we can go a bit more crazy to involve more of the team on more portions of the map. Some ideas:
-A neutral, slow super minion spawns in the middle of a lane. Capturing it causes it to slowly move towards the opposing capture point. If it reaches the point, it will take the point for your team. Of course, the other team can capture it any time during its walk. Basically a tug of war.
-A "bomb" spawns somewhere on the map. Capturing it attaches the bomb to you, and if you manage to neutralize a point with it, it will remain your team's for a while (this one goes with the permanence concept). If you die with the bomb, it drops and someone else can capture it. You are revealed while holding the bomb.
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Originally Posted by DiscworldDeath
I'm not sure about Permanence. Not having to defend your point, while if it's bot lane the enemy still has to defend theirs.
It'd really change things, not sure it's a downside, but it'd be really different. Especially if someone gets like a 1-2 minute permanence on top.
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Right, the general idea behind this is that it can change the map dynamics significantly, especially if coupled with a more free-form quest, not just the attack/defend one. It'd probably have the most impact in bottom lane.
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Originally Posted by Zelgadis
How would a warning work? By the time the 60 seconds have expired, the targeted points could have changed owner; on the other hand, knowing that in 60 seconds there will be a quest without knowing which points are affected is basically useless...
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If we don't do bottom-only quests, then "In 60 seconds, a quest will spawn." If no quest can spawn, then it simply won't. If we do, it simplifies matters greatly. The big impact here is that players will either try harder to gank or play very defensively.