New AvA capture flag points!

Voice_of_Chronicles
I had an idea the other day concerning AvA, distance and objectives and thought I'd share it so you can tell me if it is a bad or a good one :D

Here is my suggestion:

Add many new single capture flag points (in ruins, near burned or preserved houses, near creeks and bridges etc. near NPC camps (Imperials, Goblins etc. ))

These capture flag points will...
...behave like camps with regard to a cooldown on possible respawns per player within a certain period of time
...have a slightly greater radius than camps
... be guarded by only a small force, maybe a SnB and a Healer NPC
...reward a small amount of AP (250) for capture or defense

and another interesting option:
...be recaptured by IMPERIAL NPCs every X minutes (funny thought, that would improve the feeling of an ongoing war and the fragmented troops of the Empire still being about)

What I hope this will do to AvA is the following:

- allow smaller groups and even individuals to have a larger impact on map control as it stands.
- new (and old) players will not always have to walk/ride to ride all the way between larger keeps after every death.
- the exploration of the territory of beautiful Cyrodiil will be encouraged because more players will chose to walk off the beaten track... you will see places you have never been to and still be a valuable addition to the team.
- some new (and old)players might struggle to capture a mine, farm, lumber point but will have something to do to get AP and get used to tactics, the map, troop movement and can be valuable to everyone
- encourage smaller groups to form and allow them and individual players to actually FIND each other when roaming off the main roads

I have enjoyed every aspect of the game so far and AvA particularly, but I feel less drawn to big zerg fights than others.
Many players love small skirmishes and 1v1 2v2 3v3 fights, that happen unexpectedly in a more open-world like atmosphere (unlike BG(+ paywall)). :p

I am aware that this change might effect the entire balance and tactic of Cyrodiil as it would be like adding more villages like Cropsford, Bruma and Vlasterus but only on a much smaller scale, still I felt like bringing this to the table because I imagine it to bring a fresh wind to AvA.

Many of you might say, that they should fix lag and balance first and I agree, but this is a change that would at least in my opinion be well worth spending a little ressources on.
Finding about 21-42 spots to add a capture flag, res-point with a couple of guards cannot be that difficult...

Yes, distances are not a problem as soon as you maxed out your horse and use Rapid Maneuver or are in group that does.
But I have heard many times now that Cyro as it is can be quite overwhelming in size for new players and players that just hit 50 with their alts.
I think this would make a great and interesting change!

Thanks for reading :)

What do you think?
  • Dread_Guy
    Dread_Guy
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    If it was like this, I would want to help the imperials :(
    "My name is Julius Decimus Heraclius, Guildmaster of the Scions of the Sun, Brigadier of the Covenant Army, loyal servant to the High King Emeric. Brother to a betrayed legion, son to a fallen empire. And I will have my vengeance, in this life or the next." ---Julius Decimus Heraclius (Imperial Templar)
  • idk
    idk
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    As for the respawn points, Zos removed camps from the game because they were OP in their original design. Part of that was a large re-spawn area. Granted, it was the entire map, but even at that the circle that appears around them was much larger than what we have now meaning Zos made a conscious effort to reduce their profile.

    The main issue is camps cannot be placed in the area of another camp. If the proposed idea overlapped near a keep it could, should, interfere with placing a camp in a more strategic location and might end up rendering camps useless.

  • Voice_of_Chronicles


    I see what you mean, but the camps have an internal CD, as would the flag, the camp will retain its usefullness because placing it still lets you determine where to spawn, while these small flag points might be constantly contested, but not worthy to keep an entire zerg busy, but rather subject to strategic small groups, or incenditial capture by "randoms" . And as both don't share cooldown, a flag point might be a help or a valuable target for those moment when camps are on CD and vice versa.

    The main issue is camps cannot be placed in the area of another camp. If the proposed idea overlapped near a keep it could, should, interfere with placing a camp in a more strategic location and might end up rendering camps useless.


    I haven't figured out perfect places to put them, but your critic is welcome :) , maybe their respawn circle should not even be near a keep, but rather have way in between and in between the triangle of 3 keeps. Maybe the flag points should not allow you to rezz from a keep fight, but more in between^^



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