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New Gamemode Idea: 'Stronghold'
Hello all,

First off, this was originally posted by me on the Kohi subreddit about a month ago, and received a lot of attention from the community, with players absolutely loving the idea of it, which is/was pretty peculiar for /r/Kohi. It became one of the most upvoted posts on the subreddit within 24 hours, and the post was then removed by staff eventually to stop other people taking the idea. Since Kohi and Badlion are merging, I think that it is worth reposting it here to gather your opinions. Some of this may not make too much sense since a lot of you will be new to HCF, also because this is pretty much a very swiftly formatted repost therefore things may not make sense in the current context, and this is also just for me to publicly store a formatted version of this idea to send to other people. So buckle up for a long read - but trust me, it's worth it :-)

Over the past week I have had a bit of an idea for a new gamemode for Kohi, and I had been brainstorming my ideas on a word document. I want to gather constructive opinions by posting this here. I understand that it may seem like a mess, but please give it a chance - it may be worth the read. This may be complete shit, and I may be a madman, but I think I'd play the shit out of a gamemode like this, so here goes…

The gamemode's base foundations and principals:
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1.) Alliances:

There are 3 'Alliances' that players choose to join in the lobby of the gamemode, let's call them '***Red***', '***Green***', and '***Blue***' for now. Players can then create and join their own Factions after they pick their alliance, and these are the same as HCF's Factions, except you are allied with EVERYONE under your alliance. For example, if Amerinide joined the Red alliance, they would be allied & would have to work with xx_pussy_slayer69_xx's solo faction.
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2.) Alliance cities:

When players start, they are spawned in their Alliance's city - which acts as the equivalent to HCF's 'Spawn'. Since there are 3 alliances, there are 3 'Spawns'. These are protected by gates and walls that can only be passed by players of the corresponding Alliance. Therefore Green cannot enter Red's city. In Cities players can find shops like HCF's that sell wrenches, potion supplies, and whatnot. You get the idea.
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3.) The map:

Now, this is the main foundation of the game, and is what makes this new. The map is pre-created with custom terrain, and 'Forts' which are basically the equivalent to KOTHS. An example of the layout of a map that has not been touched by players can be found here. I recommend that you look at the link to understand the next part.

MAP LINK:
https://i.imgur.com//e0SF2rh.jpg
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4.) The Transit System:

You see how there are links [The lines] in between each Fort on the map? That's the Transit System. This allows for players to teleport from one Fort to another from 'Shrines' which can be found in Cities, and in Forts. Links are established in the Transit System by capturing Forts that have visual links with one another. A written example can be found below:

For the sakes of an example, there are 3 forts in this scenario. Fort 1, 2 and 3. They are all controlled by the Red alliance, and are aligned in this order:

1 -> 2 -> 3

-> is a link in the transit system. Fort 1 is connected to 2, and 2 connected to 3. Therefore if Fort 2 is captured by the Blue Alliance, then the link is broken and Red team cannot teleport to Fort 3 from Fort 1. This will force them to defend Fort 1, counter-chase to Fort 2, and attempt to capture it again to create a link between 1 & 2 to allow for re-enforcements to teleport to Fort 2 from their city quickly to attack Fort 3. You following me?

Links would be clearly displayed by a road's colour. There would be say, a 3 block wide road joining each fort up, with a block on both the left and right of the road corresponding to the Alliance's colour that owns the link. Grey would be the colour for a dead link. There would also be large boards at spawn that'd display this information.
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5.) Forts:

Captured Forts can be entered by the Alliance that controls it. If a player is tagged in PVP, then they cannot enter despite controlling it. This would be done using the glass pane walls that're used in the HCF spawns. Forts are captured in a KOTH style manor, with a capture point that must be stood on for 10 minutes. No rewards are provided for capping Forts, as it should be a common occurrence.
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6.) Gates:

In between the city & the first fort adjacent to the city there are walls, and gates. Only a player from the corresponding Alliance can enter the gate that gives them access to the city. In between the city and the main gate for each faction, the following can be found:

- Public Nether portal
- Public End portal
- Ores that re-generate every 10 hours
- Unclaimable land for Factions

This is basically going to be a key area for every Alliance, and every faction.
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6.) The Stronghold & Towers:

You see the original map that I linked? If not, then [here it is again](https://i.imgur.com//e0SF2rh.jpg). On the map there are orange circles surrounding a purple large shape in the middle. The 6 orange circles are known as 'Towers', and the purple shape in the middle is The Stronghold. By creating a link between all 6 Towers which leads back to your City via Fort links your alliance owns the Stronghold.

Towers are captured using single KOTH zones, and take 15 minutes capture.

The Stronghold cannot be entered unless a certain event happens - which will be discussed soon in the post.

If an Emperor is crowned for 48 hours, and can hold it, then the Stronghold opens up permanently until the Emperor is dethroned (Abdication doesn't count). The Tower rule does not apply, and this is the only way to dethrone the Emperor. The cap is 30 minutes long (Possibly longer). This makes the fight for Emperor more intense and changes it up a bit.
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7.) The Emperor System:

The Alliance that controls the Stronghold has the Emperor crowned from their own Alliance. The Emperor is the leader of the Faction that is at the top of the Alliance leaderboard for whichever Alliance is in control of the Stronghold. The Emperor can abdicate and pass it onto another player in his Faction if he wishes, removing his status as Emperor - but not he cannot pass it onto a member from another Faction. This ideally would be done via a command if possible and would have a cooldown of several hours. The Emperor can be dethroned by another Alliance by them capturing all 6 of the Towers around the Stronghold, and by linking them up with their Transit System created by the Forts that they have previously captured and maintained. If an Alliance breaks the link between the current Emperor's Towers and City, then he is not dethroned, but it means that his Alliance cannot use a Shrine to instantly teleport to a Tower to defend the title, and must instead get there on foot, which means that they will be late to the fight.

Perks:

[Possibility] Players that are within a defined block radius of the Emperor (Not sure how large the radius would be), would be given certain potion effects (Once again, not sure what effects). Therefore they'd be a bard, which passively gives effects. Though the Emperor wouldn't be able to choose the effects and would be pre-defined by the Devs.

[Possibility] He has constant potion effects that are pre-defined by the Devs. These would allow him to have an advantage on the battlefield. I doubt this would be appropriate if the previous perk above was implemented though.

[Definite] When a new Emperor is crowned, they receive 1 Emperor key that allows them to have a 2 random items from the pre-created /loot table. They are given this 1 hour after they are crowned Emperor - therefore they must ensure that their Alliance is co-ordinated and defends the Forts to secure the Transit links, and defends the Towers from other Alliances who wish to have the Emperor in their own Alliance. After the 1 hour is over, and the Emperor is given a key, he is given another key every 24 hours after this, as long as he is the Emperor. Therefore the Alliance must ensure that they keep their Emperor for as long as possible to reap the benefits.

[Definite] Emperor is identifiable by a gold name above their head.

Disadvantages:

[Possibility] Have a beacon constantly giving away your location which will obviously attract other players.
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8.) Alliance Leaderboards:

As previously mentioned the owner of the Faction that is 1st in their Alliance's Leaderboard is crowned Emperor if their Alliance captures the Towers. An idea of how the points system is as follows (This would need work to ensure it is balanced):

Positive points awarded for:

- Diamonds mined
- EXP collected
- Kills
- If you are in the area of a Fort if it is captured
- Bonus points for killing the current Emperor

Negative points deducted for:

- Getting killed
- Losing Forts whilst online
- Even more points lost for losing Towers whilst online

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9.) Deathbans:

I'm not sure whether deathbans would be appropriate for this, but it'd be something worth looking into and seeing if it would actually work.

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That's my idea, now lets hear what you have to say about it! Don't avoid negativity, but please only write constructive criticism.
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Notes:

This is just something that I have been thinking about, and I just want to share my little idea. I understand that it may seem complex, but this post has just been me quickly brainstorming without it being refined. Thanks for taking your time, and reading :D

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Additional info discussed after originally posting:

- Staff member 'Heald' commented on whether this would be a gamemode that had small map times such as Vault Battle, or whether it'd be something that had several maps, such as HCF (Map 1, 2, 3 etc). Imo, it'd be best to have it in Maps, or 'Campaigns', just like HCF's. And then at EOTW there would be insanely big fights between the Alliances - pretty epic right?

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Thanks all,

- TrendE
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+1 if captainsparkelz will do a vid about it
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+1 btw welcome to badlion c:
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Automatically Deleted
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DqrkCombo wrote

+1 btw welcome to badlion c:


Why thank you :-)
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+1 (didn't read it all but sounds cool).
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+1 and

Welcome to Badlion
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MrBain wrote

+1 and

Welcome to Badlion


Thank you!
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+1
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ItsRegened wrote

+1 (didn't read it all but sounds cool).


As long as it sounds cool, then it sounds good to me! :-)
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Nice essay
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Interesting idea…

Welcome (back) to Badlion, by the way!
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Pleepo wrote

Nice essay


I'm a college student - this is second nature.
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Andreii wrote

Interesting idea…

Welcome (back) to Badlion, by the way!


Thanks, and yeah - it's funny to see me posting with a 2013 start date, which I've seen nobody else other than Archy with so far :-)
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I'll look into this after the merge is complete
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Archybot wrote

I'll look into this after the merge is complete


Awesome - cheers Archy!
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+1, though I must say I'm not really a big fan of these kinds of game modes with large volumes of players in 1 team. Still looks appealing.
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PandaMoonbeam wrote

+1, though I must say I'm not really a big fan of these kinds of game modes with large volumes of players in 1 team. Still looks appealing.


I'm glad it looks appealing. To address your dislike; players are still separated into factions, therefore players can interact with as much, or as little as they want with other players/factions under their alliance, but external to their own faction. Though of course, teamwork between factions leads to success overall; but you get the idea :-)
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