[New Mode Concept] Tower of Power

GetFindMucked·12/21/2014, 5:54:28 PM·3 votes·1,307 views

Tower of Power -- Concept/Lore -- Each side is trying to build a tower to gain more power for their faction. Of course the opposing sides each try to shut down the enemy's construction by knocking out the 3 stabilizers on the tower, effectively knocking it over.

**-- Gameplay -- **

**Rounds -**Each team starts at round 1. Each player's champion level is equal to the current round. Upon death, you can watch the match in a spectator mode (fog restricted to your team) until the next round begins. If everybody on one of the teams dies, or a tower is destroyed, the round ends. At the end of the round, each champion is instantly leveled up once, the tower stabilizers are repaired and 'enforced', and currency rewards are distributed. The max round is 18, however the first team to win 9 rounds wins (So hard capping at level 17, since at a 8-8 score, 1 team must win the next round).

Towers - Each tower has 3 major stabilizers or support beams. At round 1 each stabilizer has 500 health, and after each round gains an additional 200 health. All 3 stabilizers must be destroyed to effectively win by tower destruction. These stabilizers would be like inhibitors or the nexus, in that they have a health bar, but do not attack.

Buff Camp - There is 1 'camp' where a player can gain double buffs by simply standing within the camp for 5 seconds without an enemy entering or killing them. The buffs would last until that round's completion.

Rewards - Upon the completion of each round, each team receives rewards based on champions killed and stabilizers protected. Although these numbers can be adjusted for a more fair experience throughout the levels, approximately 200 gold per champion killed and 200 gold per stabilizer still alive on your team's tower. To help the game and builds progress, an additional static reward can be added.

Timing - The rounds should be capped at a certain round timer of about 2 minutes, with a 10 second timer before each round for strategy and purchasing. This would effectively hard cap the game to 37 minutes, however it is also able to end early by means of surrender or a team reaching 9 wins.

-- The Map -- A concept image of the map is attached below. Excuse my bad photoshop and artistic skills.

-- Explanation/Reasoning -- Team Size of 5 There are an endless amount of team types and strategies that can go along with a mode of this type for a competitive feel. Not only will it give players the ability to strategize about their team (Such as more adc's for tower destruction, more tanks for protecting their tower, or more mages to kill enemy adc's who go for the towers), but also giving them the option to play defensively or offensively.

Map The map should be rather small and simple. The income is restricted for each player based on the rewards system, and there are no alternative objectives for winning such as farming or baron.

Buff Camp This camp is located in the center of the map, giving teams an option as to who should receive the buffs, whether to ignore them, or to focus on them. This also gives teams an incentive to team fight in the middle, however it doesn't force them to do so, allowing for backdooring and more strategy.

Rewards System With the removal of farming and minions in this mode, teams and players must receive rewards and gold for their completion of the objectives. This allows both teams to have a equal chance in winning each round. The numbers mentioned earlier can be adjusted for better gameplay and lategame scaling, however should remain relatively equal between each team.

Let me know what you all think, I hope everybody likes it and maybe rito will take a look :D P.S. if you vote "Make some changes first", please explain what kind of changes you feel are necessary.

6 Comments

kokopelli212/22/2014, 5:16:12 AM2 votes

This man: Not working for riot Morello: Working for riot Rito pls

Syllin12/23/2014, 12:18:36 AM2 votes

i really like this. but i would shift more gold towards the "static" rewards. and make the kill rewards really small. otherwise i think this game mode might get too snowbally. without a secondary gold income source, theres no efficient way to play catch-up when you start to fall behind. think of Ascension. i think they had a REALLY good balance of gold income (everyone had the same at all times, ALWAYS) and EXP gain. i would use a similar formula for this game mode. keep any gold rewards VERY small so that if for example: blue team completely decimates round 1 and red team got nothing out of it, blue team doesnt have an easy 1000 gold lead off the bat + plus however much the tower support beams are worth.

other than that i REALLY like the idea of this. even if they only used this as a featured game mode, they could probably manage it on twisted treeline with some very light editing. would love to sneak around as a twitch and shred some support beams ;]

GetFindMucked12/23/2014, 10:34:51 PM1 votes

@Kenny, thanks a ton for the feedback :D I was trying to stray away from snowballing. I hadn't really thought of ascensions' income system, but that would work perfectly here!

And maybe some day I'd like to work for Rito, but college first :'(

Flore12/27/2014, 12:28:03 AM1 votes

There'd have to be a lot of heavy map specific balancing, but it is very interesting.