[Suggestion] Victory Condition Fortress: gameplay improvement ideas and lobby UI suggestion

First let me say that it might make sense to place options like the victory condition and allowing favor items in the main lobby. In many games the options like creep spawn rate and starting levels wont be touched by the players. And the other gameplay modi might be used more often too. ;)

Back to the game modus Fortress:

  • The fortresses in the middle should be moved back a little bit in my opinion. This would allow the players to fight for the experiance flag without getting shot at by the fortresses. Otherwise it might become a stand off between demigod with range damage.
  • Creeps are currently avoiding the fortresses and are running past them to the enemy Citadell. Thats not a big issue as long as Catapultsauri are not present but right now the creeps are useless (except as XP source).
  • Range of the fortresses should be increased slightly. Regulus with range 3 can outrange them, that might be a little OP (he can still use his sniper skill anyway).
  • Fortress strength could be increased to balance for the additional creeps, either by more HP or faster regeneration.

Maybe you can add a new path marker for this victory condition to guide the creeps? That way you could adjust their path without interfering with the other game modi.

899 views 3 replies
Reply #1 Top

interesting idea.

Reply #2 Top

I kind of thought the point of fortress mode was that the DGs had to destroy the fortresses, not the creeps. Otherwise it's just like destroying the citadel, only that there are more, but they are reached sooner. As for the flag capping, I thought it was interesting that the fortresses would attack you while trying to capture it. That way whoever gets that middle fortress first has an advantage. I can see that being a good or bad thing.

Personally I think it would be good if the fortresses had a TON of HP, but didn't do that much damage, and didn't have incredibly high hp regen. That way its more of a "critical point." If a demigod attacks, the other team needs to go and defend the fortress thats being attacked because it can't defend itself very well (although with massive hp it can last for a long time for the defending demigods to get to it in time). This makes it more of a demigod-a-damigod sort of gameplay. 

Reply #3 Top

I agree Tox, I had to go and wanted to say something so it was under replies.