New Game Mode Ideas: Dangerous Jungle, Falling Skies and Thief

Grashnim·4/4/2015, 3:58:17 PM·3 votes·520 views

**Dangerous Jungle: **

I was debating a new game mode. While the laning phase normally dominates large amounts of time, a massive portion of the map goes underutilized. As a consequence, I think a new game mode that would be fun would be to force more interaction, especially early, in the jungle area. As a consequence, a game mode I was thinking of is....

Killing the smaller monsters associated with the jungle camps results in the larger monster getting a damage buff. Thus, you could invade the other team's jungle, sweeping out the smaller monsters, so when their jungler arrived or someone else went to farm, it would result in a larger amount of damage against that player that would scale with level. Another option would be to kill the entire camp; however, when this is done it's replaced with a new camp that only does damage and offers no buffs.

The dragon and the baron are no longer a buff, but instead an ally. Whomever gets the killing blow on the dragon or baron capture them for their team. This minion follows the person who obtained the killing blow and helps them. Of course, the amount of time for alliance and damage would have to be considered. Then of course, it would have to disappear for a little while before returning, similar to the current approach.

Falling Skies:

A mode that's designed to last roughly 30 minutes. As the game goes on, large sections of the map become scorched from meteorite damage resulting in a lava field. Players in the lava field lose X% health per second. Ultimately, as the game goes on, more and more of the map becomes unplayable and thus teams are forced to reconsider strategies in an attempt to take the enemy nexus. I imagine the potential zones for damage would depend upon what turrets are still available and other considerations such that the map isn't completely useless. Alternatively, instead of just damaging zones, you could have zones of healing, mana regen, slowed movement, etc.... It would be neat to add more dynamics into the map that would force on the fly strategy changes.

Thief:

The final game mode I was thinking about involved a gold chest placed randomly near the team's base. The size of this gold chest is based on objectives over some time limit. Once the two chests are activated for each side, they last for a few minutes. During this time period, the objective (if desired) is to obtain the enemy's gold chest and return it to your base. If the other team kills you, the gold chest drops at that location. If you successfully steal the gold chest, your team obtains the gold split among the members. Failure to steal the enemy chest means they keep the gold. This could result in some interest small team interactions or group rushes. It could also help offset a bad handful of minutes of play.

Thanks for reading everyone; hopefully one of the ideas is inspiring and someone can evolve it even more.

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