Game Modes Thread

First Riot Post
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Souper Douper

Junior Member

01-10-2014

Quote:
Originally Posted by RiotForScience View Post
This is a really exciting idea! We were just talking about this mode and were brainstorming ideas on how players could generate gold in this mode, and how we can encourage more conflict between players so that the optimal strategy is not to just hide. Do you have any ideas?
Maybe picture the map like a clock and at certain intervals add traps to a few sections forcing people together....

Sorry I think I got ahead of myself, that would have to be in the second iteration of the map.


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Twist741

Member

01-11-2014

(Survival-Type Minigame) Curse of the Grave: 5v5(Co-op -vs- AI)

Enemy team consists of 5 random champions. Games last 10 minutes (victory) or until the Nexus dies (defeat). You start at Level 6 with 5000 gold.

Enemy AI gains a stacking damage / damage reduction buff, growing every minute for 10 minutes, maybe 5% per stack. (Difficulty should be quite high for the final 2 minutes).

Whenever a player-controlled champion dies, he spawns a Mordekaiser ghost, that has NO duration. The only way to get rid of it is to kill it.

You either survive 10 minutes, or a few people start to die and it snowballs into a massive horde of scary-a** champions, and the ghosts of your fallen friends.

Minions, turrets, jungle, buffs, etc might need slight tuning / removal.


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Bedwilly Sanchez

Senior Member

01-11-2014

Quote:
Originally Posted by RiotForScience View Post
This is a really exciting idea! We were just talking about this mode and were brainstorming ideas on how players could generate gold in this mode, and how we can encourage more conflict between players so that the optimal strategy is not to just hide. Do you have any ideas?


No healing at all, including level up.

Level up after a every kill. (Highlander style, this could be a game mode in and of itself)

More skills, base stats, and everything that comes with a new level, but you will be at less health after your previous victory.


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StonedTexan

Junior Member

01-11-2014

Quote:
Originally Posted by RiotForScience View Post
This is a really exciting idea! We were just talking about this mode and were brainstorming ideas on how players could generate gold in this mode, and how we can encourage more conflict between players so that the optimal strategy is not to just hide. Do you have any ideas?
OK you can hide a object like a poro or some kind of special riot icon on a map and have teams try to locate the object and return it to base. First team with 3 returns wins. OK as for gold, minions, and lane set up leave it the same. Maybe if a tower or inhib goes down you cant return the poro/riot icon for a set period of time.


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Comedian

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Senior Member

01-11-2014

Quote:
Originally Posted by RiotForScience View Post
This is a really exciting idea! We were just talking about this mode and were brainstorming ideas on how players could generate gold in this mode, and how we can encourage more conflict between players so that the optimal strategy is not to just hide. Do you have any ideas?
If you go 30 seconds without conflict you get revealed for 2 seconds to all players. And If you go a Minute without combat the person who kills you gets a temp buff.
Last two standing get revealed to each other every ten seconds for one second. (So you can still surprise them but don't have to search for them for ever)

Gold generated passively and with kills but you can only visit your store at certain points in the game. Once when you first spawn, again when the first five minutes have passed, a third time when half the players are gone and one last time and it's 1v1.

Also Random gold/buff/item drops are spawned randomly on the map that when opened. (same way you get a storm shield buff but takes longer so it can be contested) gives you either a buff/ some gold/ some hp if you are low/a flask/ or an random recommended item.


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Riot JxE

Technical Artist

01-13-2014
16 of 21 Riot Posts

Quote:
Originally Posted by RiotForScience View Post
This is a really exciting idea! We were just talking about this mode and were brainstorming ideas on how players could generate gold in this mode, and how we can encourage more conflict between players so that the optimal strategy is not to just hide. Do you have any ideas?
I want baron spawns if someone camps in an area too long


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Super Explosion

Senior Member

01-13-2014

I'd perhaps like "True Random" mode, where you queue up as a champion (or random), and you just get put with random teammates and random enemies on Summoner's Rift.

Then you try to make that team work in game.


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EricC39

Senior Member

01-13-2014

Not sure if this is in here but I would like to see a full blown hide n seek on SR with the community accepted rules applied:http://forums.na.leagueoflegends.com...4#post30244574

And disable turrets and minions so that summoners could hide all over the map but make it 5v5 since the map is so much larger than Crystal Scar, im sure a lot of people would like to see an official supported version of hide n seek

But you could make it so that only accepted/allowed items are available to buy so that the hiders would have a lower chance to troll and you could apply the one slow item per team by disabling slowing items for teams after one person buys one


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Brozan

Senior Member

01-13-2014

Football Mode (For lack of a better name)

Objective - To have a set gametime, reduce snowball effect on chance of winning, provide "plays" style gameplay

Game map - Howling Abyss

Gameplay -

  • Players start at level 3 with 1200 gold
  • Played in 4 quarters that are 8 minutes long (or 3 intervals 11 minutes each - would need to be adjusted around realistic time to take an inhib. Inhibs should fall in around 50% of quarters)
  • Increase gold and xp income by 3x current rate on Howling Abyss. (adjust so countdown clock at 2 minutes remaining puts everyone at level 18 with close to full build)
  • Reduce death timers to 5
  • Out of combat recall reduced to 1 second
  • Each turret you lose increases death timer by 5 seconds
  • Quarter countdown starts when minions pass outermost turret
  • Every wave has two siege minions worth 200g to the whole team (think when dragon is killed)
  • One point is gained per turret destroyed. Five points for an inhibitor destroyed.
  • Add 6th player slot that is an "coach". This player has visibility of their team, but doesn't have a character.

When an inhibitor is destroyed players are ported to their fountains and all turrets/inhibs are restored. The quarter countdown is paused for 30 seconds, all gold/xp income is paused, and players cannot leave fountain (buying and strat time). Players retain XP, Gold, and Items. After the 30 seconds players are release from fountain. Waves resume and the quarter clock begins when minions reach the outermost turret.

After the quarter countdown expires players are ported to fountain and a one minute timer is started. Gold,XP, and Items are reset. Turrets and inhibitors are respawned.

At "halftime" a the break is 180 seconds.

After the final gameclock expires the team with the most points wins.

TLDR Design a mode around points that has quick defined breaks (good for commercial play), would function well in a sports format (point system, strat changes within game, adaptive), and reduces snowballing effect on the game (momentum still plays a part, but frequent resets means each quarter can be played differently). Also add a coach spot.


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hartar

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Senior Member

01-14-2014

Can we have A game mode that is similar to the Arena mode from Smite,but,using the magma Chamber?