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Spirit of Forinthry (safe PvP)

Quick find code: 185-186-116-66292446

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
Summary

Spirit of Forinthry is a F2P, safe PvP minigame in which four teams battle to control the Wilderness. The activity draws inspiration from Castle Wars, Stealing Creation, and Soul Wars.

1) The Wilderness is divided into four regions, each with its own base occupied by a different team. Each team begins with its own unique advantages, strengthening as it advances toward victory (see Teams on post 3 and Power-ups on post 4).

2) Each team must complete three increasingly difficult objectives:
* Controlling sites of strategic importance
* Killing enemies, while also maintaining control of strategic sites
* Capturing enemy bases
For each objective cleared, the team permanently gains a power-up (described on post 4).

3) The first team to eliminate all opponents wins. If there is no outright winner within the time limit, victory is determined by the following, in order of priority:
* Most bases captured
* Most strategic sites controlled
* Most players killed
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

30-Dec-2023 03:39:47 - Last edited on 02-Jan-2024 19:22:17 by Seasons Past

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
Gameplay

1) Start
-Players spawn at their team’s base, with the following items:
* Elemental and catalytic runes
* Arrows and bolts with scaling damage/accuracy
* Food based on Constitution level, which may be used to heal teammates (with a right-click “Heal” option like in Castle Wars)
-Consumable items other than ammo may not be brought in from outside

2) Objectives

Level 1: Secure your base.
-Players would activate the obelisks throughout the Wilderness to charge their base’s magical defences
-Activating an obelisk would turn it to the activating player’s team, after which:
* It would begin to generate energy for the team
* Team members would be able to teleport between the obelisks they currently have active
* Rival teams would be able to steal obelisks in the same manner
-Reaching full charge would deploy a magical barrier around the team’s base and unlock the Level-2 power-up
* Each team would need at least one obelisk continuously under its control in order to maintain its defences
* Possession of multiple obelisks would accumulate charge more quickly
* Conversely, losing all access would cause the barrier to begin depleting

Level 2: Charge your team’s power crystal.
-Each base would have a power crystal at its centre
-The crystal would gain power for each member of an opposing team killed
-Fully charging the crystal would unlock the Level-3 power-up

Level 3: Capture another team’s base.
1. Disable an enemy base’s defences by depriving its team of access to the obelisks
2. Invade the enemy base and take the power crystal at its heart
3. Eliminate the enemy team by bringing its power crystal to one’s own team’s crystal
-Success would flip the defeated team’s base to its conqueror, causing its members to respawn on remaining teams

3) Game End
-Rinse and repeat until:
* One team achieves outright victory by eliminating all opponents; or
* Time runs out
-Rewards are open to suggestions
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

30-Dec-2023 04:06:47 - Last edited on 02-Jan-2024 23:01:55 by Seasons Past

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
Teams

Blood
-Start position: Northeast Wilderness (Quadrant 1, clockwise)
-Base: Rogues’ Castle
-Power: Longevity
* Passive healing/stat restoration effect when near at least one teammate, increasing in potency for each teammate up to a certain number
* Reduced cooldown for Constitution abilities

Smoke
-Start position: Southeast (Quadrant 2)
-Base: Chaos Temple
-Power: Relentless Pursuit
* Partial adrenaline conservation
* Reduced cooldown for movement abilities
* Unlimited run energy

Shadow
-Start position: Southwest (Quadrant 3)
-Base: Dark Warriors’ Fortress
-Power: Secret Weapon
* Attacks drain enemy stats based on damage dealt
* Each player may toggle an effect to become undetectable to others; casting spells, using abilities, entering combat, or carrying a power crystal would break the effect

Ice
-Start position: Northwest (Quadrant 4)
-Base: Mage Arena
-Power: Discipline
* Passive incoming damage reduction
* Reduced cooldown for Defence abilities
* Reduced Prayer drain
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

30-Dec-2023 04:11:04 - Last edited on 02-Jan-2024 17:24:36 by Seasons Past

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
Power-ups

Blood

Level 2
-Champion: Chaos Elemental
* Spawns at base to defend

Level 3
-AoE healing/stat restoration burst for nearby friendly targets upon defeating an opponent


Smoke

Level 2
-Champion: Avernic Horde
* Many Avernic demons spawn to defend base

Level 3
-Overload effect
* Beginning immediately when unlocked and from time of respawn thereafter


Shadow

Level 2
-Champion: Horizon Beast
* Spirit/corporeal beast manifestation spawns to defend base

Level 3
-Concealment effect can be broken only by combat or by carrying a power crystal
* Casting spells or using abilities no longer breaks the effect unless initiating combat
-When breaking concealment to initiate combat:
* Increased accuracy on the first several hits
* Chance to stun target on first attack
-All attacks drain enemy Prayer points based on damage dealt


Ice

Level 2
-Champion: Glacyte Swarm
* Glacors spawn to defend base

Level 3
-Protection prayers are doubly effective
-Further passive damage reduction while a shield is equipped
-Unlimited Prayer points

Thanks for reading.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

31-Dec-2023 22:42:45 - Last edited on 02-Jan-2024 19:30:48 by Seasons Past

Adarajin
Jan Member 2005

Adarajin

Posts: 14,260 Opal Posts by user Forum Profile RuneMetrics Profile
Out of curiosity, how long would you suggest these matches to be?

Also, don't players need to be provided with arrows as well? Since those are also a consumable ;-)
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

02-Jan-2024 20:49:54

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
Adarajin said :
Out of curiosity, how long would you suggest these matches to be?

Also, don't players need to be provided with arrows as well? Since those are also a consumable ;-)
Well, I revised the suggestions this morning to reduce the length of a match. I buffed the Level 3 power-ups for two of the teams, simplified the game rules/mechanics, and added the obelisk teleportation mechanic. Would half an hour be too optimistic? Regardless of the time limit, you'd be able to join matches in progress to mostly avoid wait time.

The obelisks would speed up the game considerably - especially if a team manages to capture one close to an enemy base. I looked at the map, and each base has one obelisk close to it (the Blood team has one right next to the Rogues' Castle). Two obelisks are in no man's land in the central Wilderness, which would make for some intriguing tactics. The fact that there are six obelisks and four teams also prevents a deadlock in which each team statically controls exactly the same number.

In terms of what items would be provided, there are quite a few options (not mutually exclusive):
a) Provide items for all relevant purposes (weapons, armour, ammunition, food, etc.)
b) Provide some items (such as runes, ammunition, and food)
c) Prohibit some outside items (such as food/potions)
d) Prohibit all outside items

The benefit of restricting some equipment is to level the playing field, while the drawbacks are potentially less combat power and fewer combinations to work with.

I'd favor a combination of options a) and c). Generic equipment sets specific to the minigame would be provided, but players would be permitted to bring their own weapons and armour. Ammunition would similarly be provided. You would spawn with minigame arrows and bolts, which would technically be max tier but would scale their accuracy/damage to your weapon. Runes are functionally interchangeable so would be strictly provided.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

02-Jan-2024 22:36:37

Adarajin
Jan Member 2005

Adarajin

Posts: 14,260 Opal Posts by user Forum Profile RuneMetrics Profile
30 minutes sounds about the longest you want to have - I was thinking more along the lines of 15-20, although perhaps a 25 minute game, with a 5 minute delay between matches might work? I like that players can join at any time, and think that rewards should be proportionate to participation (damage dealt, items crafted if there is such a thing, places captured, etc) so players can't join at the end and reap full rewards. Oh, and if you leave/log out early, you will be placed outside of the arena with full rewards for your time.

Actually, thinking of this more... how about an ongoing war that will reset say once an hour with plenty of npc's taking part. Players can join/leave at any time as before, and the hourly reset will prevent things from getting/staying too lopsided.

As far as items go - why not have generic items provided, but if players want to bring in their own stuff, let them do so - truly top-quality gear degrades, so it's not like players are getting free upgrades. But to keep things balanced, do have the generically supplied stuff be pretty good for each level as well.

If there are npc's in the battle, xp will not be awarded directly for killing them, but perhaps there can be xp rewards after the battle is over for participation?
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

04-Jan-2024 06:58:02 - Last edited on 04-Jan-2024 07:02:48 by Adarajin

Seasons Past

Seasons Past

Posts: 586 Steel Posts by user Forum Profile RuneMetrics Profile
I like those ideas. Have two 25-minute matches per hour, with the activity resetting each hour. The start/end times would determine when score would be counted for each player, in order to keep the heat of battle flowing.

Damage dealt would be a useful measure of participation. That would reward players for constructive engagement and, indirectly, skill (or at least experience). I think it would be fair for NPCs to count for normal XP, as PKing has always been unreliable for that. Leveling combat while playing would also guarantee something of value and fit the theme nicely.

Directly contributing to objectives would be the most effective way to increase score; for example:
-Capturing obelisks
* Damaging/killing a player who captured one from your team
* Damaging/killing enemies in the vicinity of your team’s obelisks
-Eliminating enemy teams

Damaging/defeating an enemy team’s champion(s) would also greatly increase score, allowing players who aren’t good at strategy or PvP to still earn rewards reliably.

Equipment would just scale to your levels. You would be able to take a set of equipment from a closet at your base. There would also be a toggle to spawn with default items equipped, which can be set to any of the four combat classes or Hybrid.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

05-Jan-2024 21:21:47

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