Game Modes Thread

First Riot Post
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RiotForScience

Senior Environment Artist

01-14-2014
17 of 21 Riot Posts

Quote:
Originally Posted by Brozan View Post
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.

When I have played ARAM football in the past it was built around the idea that your team scores a point each time you have a member die to an enemy Laser Turret. I like the idea of getting rid of the death timer in that mode though too. It was a really fun mode to play in. CC became a lot more important.


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NervousRain

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Senior Member

01-14-2014

Deathmatch:
Like a game called S4 League,8~12 players fight in a battle ground in a limited time.There are lots of well designed blocks,trap,players can make some plays with location advantage and weapons.

So,i guess league of legends can also make a map that have tons of bushes,with level different(which ranged can attack from a higher places while melee need to run to them).

Tower Defense:
As we all know,tower defense will be always a good game,no matter u just defend the tower or u build more things to stop the minions wave.I think rift is fine with 3 path,but tbh i think more freedom and paths will be much better.I dun want it to be a farm games so if this mode is going to happen,every champ should be able to make something on the map,like heim turrets and shaco boxes.

Adventure:
like the most MMORPG online games,group tgt and challenge boss and missions is always fun,but the point is how you can make it like warcraft 3 that have tons of mod missions and good games.I personally really like the diversity from players mind and idea.e.g. we are playing in a zombie mod that players need to survive and accomplish various tasks.


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NA Darklarik

Senior Member

01-14-2014

True Showdown.

1v1. Players Start at Lv 18. Infinite Gold, instant full build. Instead of making it about who is better at lv 1 like Showdown was, make it more of who would win a lategame match up.


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Witchbell

Senior Member

01-14-2014

Phantom Mode

Turrets only attack minions and only a champion revealed as the phantom can be attacked.

Both Team choose their champions and 2 of the 10 champions are randomly labeled as phantoms. They receive extra gold for minion/monster kills, gain 5 extra item slots and have access to the shop at all times. Both teams work together to figure out who the phantoms are through discussion, intelligent thinking and teamwork. Every 5 minutes the map switches between day and night. At night vision on the map becomes dark, chat is disabled and people are only able to see things within their own field of vision. During the day players cannot attack each other but they may vote to reveal someone as the phantom. If they guess correctly they may enable that player to be attacked during the day. Death is the end. If you die you spectate the game as a poro. The game is over if the phantoms kill everyone or the phantoms die.


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Tortferngatr

Senior Member

01-14-2014

Hmm.

Any possibility of All Random All Bot (Dominion) becoming a temporary game mode? It overlaps with ARAM somewhat, but the novelty factor makes it seem like a fairly interesting possibility.

It might encourage faster map-specific balance changes (so that there's more novelty to be had) as well. :P


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Tortferngatr

Senior Member

01-14-2014

Separate post because I think a separate answer would be appreciated.

Would Ranked Dominion be good as a temporary game mode--even if only to determine its current viability as a queue?


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Brozan

Senior Member

01-14-2014

Quote:
Originally Posted by RiotForScience View Post
When I have played ARAM football in the past it was built around the idea that your team scores a point each time you have a member die to an enemy Laser Turret. I like the idea of getting rid of the death timer in that mode though too. It was a really fun mode to play in. CC became a lot more important.
I think this would be fairly different. The name was just because it is a point driven game with quarters. It could be called anything


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MrHaveANiceDay

Senior Member

01-14-2014

I think there's a lot of potential for a 'King of the Hill' map.

-The map is circular, with two bases opposite one another (a la Dominion)
-Each side has two minion spawn points, at the 45 degree angles. The minions march down 'lanes' towards the central spire (explained later) and die when they reach it, adding miniscule points for each minion the spire consumes.

-Teams build time/points by having champions present in the central zone. Both teams can technically be building time at once (if both have champions in the zone simultaneously).

-To accommodate many different champion styles, building time in the central zone has several factors:

  • Champions in the zone produce less points the lower their health is. This helps keep healers relevant.
  • A team can't build time if there are enemy minions in the zone. This keeps wave clearing an important factor.
  • Stunned or Suppressed Champions don't build time.
  • The zone is a 'flat plane;' knockups keep champions from building time while they are in the air.

To help prevent games where one team gets into the zone and dominates the area without having to leave (high regen, zone control, etc), there are four shrines surrounding the central zone, which connect to a central spire in the middle of the control zone. Runes or stonework radiate out from this central spire to the shrines themselves.

Two or more Champions can channel to activate a shrine that is Neutral, or channel longer to change a shrine from Enemy ---> Neutral ---> Owned (similar to Dominion capture). When a shrine is captured, players will see the aforementioned runes/stonework and shrine glow with either their team's color or the enemy's, depending on who captured the shrine. A neutral ownership of a shrine will create no glow.

If a team captures all four shrines, the central spire begins to pulse, emitting a buff/debuff for a short time. The enemy team, while in the zone, suffers from reduced Armor and Magic Resist, as well as slightly reduced healing. The team that captured the shrines receives a buff to movement speed, attack damage, and Ability Power while in the zone. The enemy team can avoid the debuff by leaving the control zone, but of course that gives the buffed team a chance to move in. Activating all four shrines 'locks' their ownership for a short time (1-2 minutes); they return to Neutral ownership afterwards.


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Perdicus

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Senior Member

01-14-2014

Tug of war:
Summoners rift, but with one team only allowed in top lane, and one only allowed in bottom lane.
waves of minions come from the enemy nexus, down your lane and your minions only go down the enemy's lane. first team to destroy the enemy inhibitor in their lane wins, but the twist is, whenever you kill a minion, it instantly respawns at your nexus to go fight the enemy.


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BigiSmalls

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Junior Member

01-14-2014

One for all on the Howling Abyss map please!!
was so much fun when it was playable in custom games for a few days