More customizable custom games
Other games let the community have their servers, with their mod gamemodes etc. League doesn't seem to have that. I've seen some professional games where they have games with custom settings, but they aren't available to the general public. So what I want to add is a bunch of customization in custom games that would make them a lot more fun. Maybe restrict it to level 30s to prevent abuse of the system. You would be able to customize -starting level/XP, starting gold, starting items, gold/XP multipliers, etc. as well as forced stat buffs/nerfs on a global, per team or per player basis -minion/monster health, damage, move speed, etc. (all basic stats plus gold and experience rewards) and increment, adjust spawn timers and spawn counts, on a global, per team, per area, or per lane/jungle camp basis -buildings health, damage (for towers), health regen, respawn timers, firing speed, damage type, etc. (all applicable stats) on a global (by multiplier or flat), per team, per area, per lane, or individual basis -any restrictions on champion selection, etc. including prebans -custom win conditions and/or game logic, semi-programmable Note: setting the health of any building to 0 will make it start destroyed Note: player max health cannot go below 1 Note: player damage cannot go below 1 Note: hard cap on minion spawns to prevent game problems All of these could be changed by the player, or by using templates. Players can suggest templates, but cannot make them since they might require additional programming. Additionally, maybe only available for players who've proven they can use it, there would be custom game logic allowed. Several blank variables would be given, and a bunch of other tools as well. It would be like programming, except simpler and more intuitive. Of course, there would still be enough functionality to create "custom" gamemodes (like warding ball or hide and seek, whatever you people can come up with) but it wouldn't be too complicated to understand. An example of how I might create a simplified version of Warding Ball:
Set win conditions: team score > 1000 Initiate variables | per team | vision wards on map On ward place: If ward is regular | increment team score +50 If ward is vision | increment team "vision wards on map" +1 Per second: Per team: If "vision wards on map" > 0 | increment score "vision wards on map" * 3 On ward expire: If ward is regular | increment team score +50
I am a programmer myself and I know this isn't how actual code looks, but if the syntax is this simple new players could understand it. Of course, this sample is rather simple, and some geniuses in the community would end up creating huge blocks of code to implement full new gamemodes.
What would probably be the only templates to start off with: Default All normal stuff. Stat Autobalance Will modify starting XP and gold to adjust teams. Ex. If we're a group of 5 friends and we want to play, it would be a 3v2. Normally it would be unfair but this will automatically give the team of 2 a small boost. Likewise, if we did a 4v1 the team of 1 would get a huge boost to compensate. The program would analyse just the number of players on each team and give out buffs accordingly. Level Biased Stat Autobalance Same as previous, except player levels are also factored in. It uses Summoner Level and a small sample of recent normal PvP matches (if present) to guess player skills. So if it was a 5v5, but one team was all the best players and the other 5 just installed LoL, the newbie team would get a very large boost. Though there are smurfs, etc. this would be a much more fair autobalance option. Also, at the extremes, don't expect it to be balanced. 5 pros vs 1 newbie may make the newbie start with an insane stat advantage to try and ocmpensate. Juggernaut One team is forced to have only 1 person. This person starts at level 18 and with a big pile of cash. The other team will get boosts, with the size varying with the team size. In a 1v1, both players are juggernauts. In a 1v5, the players on the team of 5 each get some boost, but not too much. Ultra Rapid Fire Everybody starts with 80% CDR, a huge mana/energy/whatever regen buff and whatever other stats were included in URF. Minions and monsters respawn much more often, and get stronger fast. One For All Everybody is forced to pick the same champion. Endgame Everybody starts at level 18, and with enough gold to get full build. Minions, etc. are at whatever strength they would be at that stage in a regular game. Empty Map No minions, monsters, or anything. All towers start destroyed. Minion Domination Minions spawn much less frequently, and in groups of 1 rather than 3. Minions are also much stronger. At level 1, minions are pretty much impossible to kill and deal about as much damage as a tower. Siege minions always spawn. Jungle camps are also stronger, but the difference is a lot less drastic. Only large monsters spawn. All minions/monsters grant a ton of gold and experience on kill. Wildcard When you just want to have fun with friends. Randomly picks out of all "special" gamemodes when entering champion select. Doesn't actually reveal what gamemode it is until the game starts. Custom Lets you set all parameters.
Of course, there will be a bunch more "special" gamemodes. Minion Domination is just one example I listed.
Also, you can make templates for your own use. You can't upload or share them, but it does allow you to reuse templates from previous games.
So it would be great if you guys could help get this through to Riot, and any feedback would be much appreciated. Thanks for taking the time to read this.