09-04-2019, 03:29 PM
There's not much I can say for how easy or hard it would be to code for this mode, as I am obviously not a coder. I assume that the code for this mode would be somewhat easier to realize, since native has some form of capture points as a multiplayer mode that would speed up the process if they are usable. Though, it always ends up being way harder and more complex than it seems, so it would require a bit of time to get the mode working and playable.
The way I envisioned it, there would not be new enemies made for this mode unless a type of enemy doesn't scale well enough, or the transition from, let's say, Nord Sniper to Einherjar Ranger is too large. The enemies would start out from early normal, then to late normal, early hard, late hard, early Ragnarok and late Ragnarok. I also considered adding some new troops in the form of a field captain, in which one enemy would be considerably stronger than the enemies it spawned with and it would give a passive buff in an AoE around him. As time goes on, more and more field captains would spawn in, creative more overlapping passive buffs and making it increasingly harder to kill enemies. With this, a definitive target is established and more depth added to the enemies being thrown at the player.
The way castles are designed in Warband allow for a lot of different angles for you to be attacked from, meaning cades are less useful than they would be otherwise. I know this was stated before, but using barricades for blocking off enemy movements or shutting off entryways would be a much more effective use of barricades.
The point of the mode is to either leave on the highest 3 minute rotation you feel safe with or die trying. I played with the idea of rewarding players for leaving safely, but I feel that it wouldn't let players push their limits enough. There is no punishment for losing this mode; you get rewarded for getting as far as you possibly can.
I feel like loot would be handled differently as well. Allowing players to kill endless amounts of enemies could lead to a lot of unwanted situations when it comes to things like materials. So, I'd rather it be instead of you looting randomly off of enemies (or looting randomly off of enemies in this mode is severely reduced), you get rewarded for how long you stay. Your chances of getting better and better things would go up and eventually cap at a point, and added onto the gold you get for each wave cleared (1000 gold * (minute the game is lost) = gold reward), you would still get a sizable reward for your extended efforts, and be rewarded for the longer you go. On top of this, the assist XP given for each bot would be reduced to compensate for the sheer amount of bots that would be killed (the assist XP given would still scale upward like it does now, but less so).
Because the difficulty of this mode is all encompassing much like cavalry, there would most likely only be one server for each region of this game type at a time. I feel like this is fine because if it has a player cap of 20 or something similar, you most likely won't be hitting the cap very often. This mode would also be viable for events, given a great deal of time for making sure everything is stable.
Also, I wouldn't have autoblocking on this mode. I have never been a fan of autoblocking as I feel it removes a lot of the challenge from fighting enemies one-on-one, which there would be a lot more of in a mode like this.
Again, this is just how I personally would make an endless horde mode. There are currently no plans to do an idea like this, although I am 100% not against it. A new mode would really spice the game up and give players something else to do other than just barricading and standing still. This mode requires movement and some offensive capabilities rather than defensive capabilities and no movement. A lot of good could come from a mode like this, and I recognize that. So, while I'm saying that there's no plans for it currently, that doesn't mean it's off the table.
The way I envisioned it, there would not be new enemies made for this mode unless a type of enemy doesn't scale well enough, or the transition from, let's say, Nord Sniper to Einherjar Ranger is too large. The enemies would start out from early normal, then to late normal, early hard, late hard, early Ragnarok and late Ragnarok. I also considered adding some new troops in the form of a field captain, in which one enemy would be considerably stronger than the enemies it spawned with and it would give a passive buff in an AoE around him. As time goes on, more and more field captains would spawn in, creative more overlapping passive buffs and making it increasingly harder to kill enemies. With this, a definitive target is established and more depth added to the enemies being thrown at the player.
The way castles are designed in Warband allow for a lot of different angles for you to be attacked from, meaning cades are less useful than they would be otherwise. I know this was stated before, but using barricades for blocking off enemy movements or shutting off entryways would be a much more effective use of barricades.
The point of the mode is to either leave on the highest 3 minute rotation you feel safe with or die trying. I played with the idea of rewarding players for leaving safely, but I feel that it wouldn't let players push their limits enough. There is no punishment for losing this mode; you get rewarded for getting as far as you possibly can.
I feel like loot would be handled differently as well. Allowing players to kill endless amounts of enemies could lead to a lot of unwanted situations when it comes to things like materials. So, I'd rather it be instead of you looting randomly off of enemies (or looting randomly off of enemies in this mode is severely reduced), you get rewarded for how long you stay. Your chances of getting better and better things would go up and eventually cap at a point, and added onto the gold you get for each wave cleared (1000 gold * (minute the game is lost) = gold reward), you would still get a sizable reward for your extended efforts, and be rewarded for the longer you go. On top of this, the assist XP given for each bot would be reduced to compensate for the sheer amount of bots that would be killed (the assist XP given would still scale upward like it does now, but less so).
Because the difficulty of this mode is all encompassing much like cavalry, there would most likely only be one server for each region of this game type at a time. I feel like this is fine because if it has a player cap of 20 or something similar, you most likely won't be hitting the cap very often. This mode would also be viable for events, given a great deal of time for making sure everything is stable.
Also, I wouldn't have autoblocking on this mode. I have never been a fan of autoblocking as I feel it removes a lot of the challenge from fighting enemies one-on-one, which there would be a lot more of in a mode like this.
Again, this is just how I personally would make an endless horde mode. There are currently no plans to do an idea like this, although I am 100% not against it. A new mode would really spice the game up and give players something else to do other than just barricading and standing still. This mode requires movement and some offensive capabilities rather than defensive capabilities and no movement. A lot of good could come from a mode like this, and I recognize that. So, while I'm saying that there's no plans for it currently, that doesn't mean it's off the table.
if you have problem of the model variety send it to winter xen winter me winter me xen because it'll piss him off