Capture the Flag

Agrovater·2/27/2016, 8:21:41 AM·1 votes·659 views

Capture the Flag!

Played on the Summoner's Rift map.

The gist...

  1. No minion waves. No Minions, besides Jungle Camps which still spawn, grant smite buffs and XP as normal 5's.
  2. Turrets have 20% bonus attack damage if an allied champion is within melee range of the turret (not stacking), otherwise turrets have normal attack damage.
  3. Teams are 8v8.
  4. Flags spawn at 15 seconds
  5. Flag carriers receive 10% bonus bonus MR, Armor, and HP to base stats. (flag carrier's buff)
  6. Any form of movement speed buff or transportation from allied champion abilities or activated item abilities will cause flag to drop.
  7. Passive movement speed buffs from items do not cause flag to drop.
  8. "B"ing back is disabled when carrying the flag. (duh)
  9. Champions share XP from champion, tower, jungle camp kills as well as from captured flags with their teammates at normal rate. (Mord passive for your team essentially, to ensure everyone gets XP equally on a team, allowing champions to play defense away from combat.)
  10. Flag pedestal is located where the Nexus normally is.
  11. You cannot score a point with a captured flag unless your team's flag is in base, on the pedestal.
  12. Dropped flags remain on the ground for 3 seconds, or until an allied champion to that flag captures recaptures it, at which time the flag will instantly return to it's bases pedestal.
  13. Capturing a flag is instant, no channeling, and is done at melee range.
  14. Fear, Root, Airborne, Slow, Stun, and Suppression do not cause flag to drop.
  15. Gold from champion, tower, and jungle camp kills as well as captured flags is shared with team. (globo gold like old dragon, to ensure everyone gets gold equally on a team, allowing champions to play defense away from combat.)
  16. Gold values for champion, tower and jungle camp kills are the same as Normal 5's.
  17. Captured Flags grant scaling gold. 75/150/200/500/1000
  18. Match is over at 6 successful flag captures.
  19. Returning dropped allied flags grants 50 gold.
  20. Death timers at levels 1-6 is 6 seconds/ levels 7-18 is 12 seconds.
  21. Ghost, Flash, Teleport cause flag drop.
  22. Summoner Heal does not cause flag to drop, Summoner Heal does not stack and has diminishing returns the more heals that are used. After 3 heals the effect of both heal received and speed buff are reduced to 0% for example: 100%/50%/15%/then 0% of the heal received and speed buff. Champions cannot benefit from Heal's heal received and speed buff for 2 minutes after having received 3 summoner Heals.
  23. Total vision of the map is granted for both teams all the time.
  24. Going Invisible and Cloaking causes flag drop.
  25. Base gate's are open to ALL players. Allied Champions receive a 6% speed buff (to base movement speed) when EXITING their base for 3 seconds, this buff does not cause flag drop.
  26. Nexus Turrets will not attack enemy champions unless an allied champion is within melee range of the turret.
  27. Nexus Turrets cannot be targeted or destroyed.

That's my idea of a sweet Capture the Flag game mode to remain permanently, Hopefully to replace Dominion. RIP.

Let me know what you think. :D

8 Comments

Occams Raiser2/27/2016, 4:00:49 PM1 votes

third option. neither were good.

Fatalitý2/27/2016, 4:11:23 PM1 votes

... If there are no minions how are you gonna get gold, towers, get tower aggro off you, the point of going into lane. Please explain the no minions thing more It doesn't sound healthy at all

runrunTJ3/16/2016, 5:05:39 AM1 votes

Ahahahahahahahahahahhahahhahahhahhahahhah yeah no

SkIhawke10/30/2016, 3:33:25 PM1 votes

My general thoughts on a CTF game:

• Howling Abyss Map • Nexus replaced by flag station • Turrets and creeps focus flag-carrier • Champions can drop/release the flag with a button • Champions drop the flag when killed o Zak and Anivia drop it when pre-killed o Or maybe pre-kills are disabled when carrying the flag? So Zak would not get • When dropped for whatever reason, flags spring backwards 100 units and magically stand upright • Allies can pick up their own flag and run it back to base • Flags are huge o If the average Champion height is six feet, flagpoles are 12 feet tall and flags are six feet wide by 11.4 feet long (1:1.9 ratio) • When carrying the flag o Champion Speed is reduced by 50% o Ultimates are disabled o Other attack skills are disabled o Movement/shield skills are enabled but do no damage/taunting  E.g.: Shen’s Shadow Dash, Sivir’s Spell Shield o Mark and Teleport Spells are disabled