Capture The Flag
(This is the continuation of other post located in Gameplay)
I was thinking that we do Capture the Flag. Here is the basics (or what I was thinking we do):
- Flags are worth 5 points (if several flags are delivered within a set amount of time the value increases).
- If you die while carrying a flag, a member of your team not carrying a flag can pick it up.
- If a flag is dropped you have 7 seconds to pick it up before it resets.
- You cannot use powers that make you move across the field at rapid rates, however you may still basic attack and use other powers.
- A perk is given to a flag holder that reduces damage by 35% and increases movement speed by 25% (this will work alongside Miss Fortune's strut power).
- You cannot use the Summoner spells Teleport, Flash, Ghost (or any that help movement speed).
- If you die and are wearing the Guardian Angel, the flag will not drop.
- Like siege you will be given weapons to help increase your odds.*
*Defense weapons:
Hex Shield: Immobilizes caster but prevents them from taking damage. The shield also slows enemies and increases movement speed of allies (without flag by 5% and flag carriers by 10%)
Burning Flag: Ignite the flag to cause damage to enemies who get to close.
Teleporting Field: Shoots allies and enemies alike in random directions (flag carriers are shot towards their base)
Decoy: Releases a decoy that runs from enemies (as the same upgrades as the person {i.e. Frostfang, Deathcap, etc.)
Offensive Weapons:
Leash: This attaches to an enemy and drags you at an increased movement speed until you reach the person.
Decoy Flag: Places a fake flag that alerts allies of the enemy (flag with self-delete 2 seconds after it is grabbed)
Landmines: Leave a vertical line of bombs that explode and slow targets that step on them (these do tons of damage).
Turret: Targets an approaching target and blasts them with super-heated plasma!
These are my ideas at least. Feel free to leave a comment below.