New Game Type Ideas
With the release of the One for All game mode, RIOT is clearly open to trying out new game modes in league of legends. I had two new game mode ideas I wanted to share with you all and get some feedback to see if they are 1. feasible 2. balanced 3. fun to play. Without further adieu:
1: Sabotage
Imagine a circular map, just like Dominion. Now on the west and east most points are the fountains. On the north and south most points are alters (I'll get to them later). On the northeast, southeast, southwest, and northwest points are bomb targets (there is also the nexus which is the final bomb target at the fountains). In the middle of the map is a bomb cart. The goal is for each team to bring a bomb cart to both of the enemies bomb target sites to destroy them, then bring another bomb cart to the nexus to win. The bomb cart moves along tracks and its movement is determined by the champions adjacent to it. More champions of the same team means the cart moves faster. Any champion who has dealt or received damage recently does not count toward cart movement. The cart automatically moves toward the nearest objective for the team currently controlling it so no steering is needed. Once it reaches a target it instantly detonates and the site is destroyed. After a brief waiting period another cart spawns in the center (There is potential here to change this. Maybe instantly spawn new cart? Or maybe have multiple carts at once?). The alters I mentioned earlier would be captured the same way as the TT alters, but could grant cart speed or the regular buffs or shorter death timers. I envision this game type to look very similar to dominion, only cart tracks weaving through the jungle and more explosions. The minions of each side would also take the shortest possible route to the bomb cart (they do help movement, but minimally) and they only spawn at the nexus so there is only one stream of minions per team. To account for the lack of gold, there should be jungle camps spread out as well as a slow stream of gold earned for being around the cart.
2: Siege
A somewhat linear map, I imagine the Howling Abyss only much wider to allow for three lanes. There are two sides, offense and defense. Each round (there are a total of 2 rounds) the offense has 20-30 minutes to destroy the defense's nexus, or do as much damage as they can to defensive structures. Whichever offense destroys the most structures or destroys the nexus faster wins. I imagine the map to have a river about a third of the way from the offensive fountain, with no inhibitors or towers on the offensive side, except for the outermost towers. The Defensive side has their outer towers, then 3 large (baron pit large) sized "command posts" that serve as kind of outer inhibitors. These are destroyed granting the offensive team significant bonuses. Then come the inner towers and the inhibitors and finally the nexus. There are many problems I foresee with this game type. How do we ensure the offense has enough of an advantage to push objectives? How do we keep the defensive team on the defensive? Should offensive structures be invulnerable? etc. I realize I didn't describe the actual map much, but those are details I feel would be change dramatically while fixing all the problems I've mentioned. Side note I think it would be really cool to have baron spawn out of the ruins of the middle command post at a random time after it has been destroyed.
tl;dr
New game modes, very nice, much fun, many problems, pls input
Thanks for reading
-Professor Chaos