Map + Match Concept - King of the Hill
King of the Hill A new type of challenge to toss out to the players instead of aimlessly killing each other all the time. This challenge will require extensive teamwork and coordination to ensure a quick victory. The object of the game is to gain 10 minutes in total (multiple champion times will not stack/add together) at the center of the map. Once a player is at the center of the map, his/her teammates are required to defend them against a swarm of hard hitting minions and the enemy team. Fear not, once an ally stands at the center, Super Minions will spawn to assist you! Be wary, if you're standing at the center, you will become immobilized and utterly helpless and unable to defend yourself, as you can be 1-hit KO'd while standing at the center of the map...and that's not all! Your lane's turrets will SHUT DOWN leaving your lane an easy target...and putting you at risk for a lengthy respawn (up to 3 minutes maximum). Now, let's make things more interesting...there will be no hiding places, no neutral monsters, no super monsters, just you and your two team mates!...and the minions.
Game Length on Average: 25 - 40 minutes Average Win-Rate: Undetermined Starting Gold: 850 Gold Generation: 2.5 per second Unique Item(s): None (exclude Twisted Treeline and Crystal Scar item sets)
Each lane should have 2 standard turrets, with an attack ratio of 2.50 and deal stacking true damage that ignores all defenses. -Inhibitors in each lane should carry 10k HP with a 180 seconds respawn timer- Standing at the center of the map for 10 seconds out of combat will immobilize the player, and reduce their HP to 1. As a player stands at the center of the map, their teams timer will decrease from 10 minutes to 0. Multiple players can not occupy the center of the map, but are able to stand close to their ally for defending them against minions and other champions. If a player that has control of the center is killed, they will suffer the standard respawn timer...however, if their inhibitor is destroyed, they will suffer a 180 second downtime, and shutting down their lane's minion spawn for that duration. (It is crucial that players use strategics and critical planning to push their enemies into defense mode rather than offense.)
TIPS
- Team rushing lanes should not be a primary offensive strike, as you leave yourself wide open for the same type of attack!
- If you have control of the center, it is advised you help your teammate out and defend them to ensure you get the most time at the center as possible!
- RELY HEAVILY on your minions during this match and keep a close eye on your turrets...if your lane gets over-ran, your team is one step closer to losing valuable time!
I need the community's input to build up on this as this is just a rough idea, but would make for an interesting turn of events from the usual gameplay of League.
and
because you're the carry...