Post by Rojji on Apr 2, 2013 16:25:59 GMT -5
I am running for the office of Dag Administrator for Ball State University's Urban Games League. This means that I may be running the realm of Stormhaven. I want your guy's opinion on my event idea that is part of my application for the position.
META: Part 1: Over at LaFollete field the enemies of the castle will have to cross the black river. They will cross the river in "boats" these will just be imaginary boats with a cardboard held in front and when it is dropped the soldiers can file out. This will make it a wave-like scenario. The castle forces will use valkeries which are portable spawn points as well as regular spawn points. This will be a roped off part of the field which they will need to cross in force and hold the bank for a total of 20 minutes with the last 5 minutes being consecutive. If they hold the banks of the river the rest of the castle forces will have to forestall them while the wounded are evacuated. At that point the castle forces will lost their spawn point and will have to fight till the last man to defend the civilians and wounded. If the castle forces cannot defend the river for at least an hour then based of the remaining time after the last one is killed, there will be a bonus awarded to the villains in the form of reduced spawn times for the next phase.
Part 2: In the quad the castle defenders will have to hold off the villains which will arrive in waves again but with the guise of companies marching to battle. They will be arranged in parade fashion until attacked. The villains will have a set path to follow, but the defenders can attack and ambush from any angle. The defenders also need to spend time constructing defenses for their "castle". They will have an hour at the max to fortify their castle. To end the round the villains must breach the ambushes and kill all defenders. When the villains get near the castle, the defenders lose the valkeries. If they get breached before the hour then they will have to start the next part of the mission with the defenses that they were allowed to make during that time period.
Part 3: The first two parts were designed for the defenders to lose, but in the last part they have a fighting chance, no actually an advantage since they are going to be so battered. They have two hours to hold the walls. If the villains take the walls they have to hold it for 30 minutes against the defenders. Only the defenders can have a spawn in the castle itself. If 10 villains get inside the walls the defenders' spawn moves to the outside of the walls. The villains will consistently have their spawn away from the castle gates.
OUTLINE:
Stall the enemy, fortify the castle, and defend the keep.
STORY: Evil forces are surrounding Ball Castle, and the brave warriors of Stormhaven call to their friends to help defend their lands. They know that the forces of darkness will have to cross the black river to enter the realm and that will be the first place where we can try and stop them. At the very least we will need to stall them while our subjects try to retreat inside the castle walls. If they make the river landing then we will have to retreat across the parade ground to the royal forest protecting the wounded while they are evacuated. That is where we will make our second stand if necessary while we fortify the castle with nearby materials. At the castle we will make our final stand and vanquish our foes if we have not done so prior. Hopefully our allies from the land of Mittelmarch will come to our rescue
META: Part 1: Over at LaFollete field the enemies of the castle will have to cross the black river. They will cross the river in "boats" these will just be imaginary boats with a cardboard held in front and when it is dropped the soldiers can file out. This will make it a wave-like scenario. The castle forces will use valkeries which are portable spawn points as well as regular spawn points. This will be a roped off part of the field which they will need to cross in force and hold the bank for a total of 20 minutes with the last 5 minutes being consecutive. If they hold the banks of the river the rest of the castle forces will have to forestall them while the wounded are evacuated. At that point the castle forces will lost their spawn point and will have to fight till the last man to defend the civilians and wounded. If the castle forces cannot defend the river for at least an hour then based of the remaining time after the last one is killed, there will be a bonus awarded to the villains in the form of reduced spawn times for the next phase.
Part 2: In the quad the castle defenders will have to hold off the villains which will arrive in waves again but with the guise of companies marching to battle. They will be arranged in parade fashion until attacked. The villains will have a set path to follow, but the defenders can attack and ambush from any angle. The defenders also need to spend time constructing defenses for their "castle". They will have an hour at the max to fortify their castle. To end the round the villains must breach the ambushes and kill all defenders. When the villains get near the castle, the defenders lose the valkeries. If they get breached before the hour then they will have to start the next part of the mission with the defenses that they were allowed to make during that time period.
Part 3: The first two parts were designed for the defenders to lose, but in the last part they have a fighting chance, no actually an advantage since they are going to be so battered. They have two hours to hold the walls. If the villains take the walls they have to hold it for 30 minutes against the defenders. Only the defenders can have a spawn in the castle itself. If 10 villains get inside the walls the defenders' spawn moves to the outside of the walls. The villains will consistently have their spawn away from the castle gates.
OUTLINE:
Stall the enemy, fortify the castle, and defend the keep.
- Part 1:
- Stall the enemy.
- Held at LaFollette Field
- Wave-like spawn for villains due to "boats"
- Defenders get valkeries
- Defenders must hold for an hour.
- Villains must hold the banks for 20 min and then slaughter all defenders.
- Stall the enemy.
- Part 2:
- Fortify the Castle
- Held at the Quad
- Wave-like spawn for villains due to "companies" and must move in formation
- Defenders get valkeries.
- Defenders may move freely while villains must travel along the path.
- Defenders must hold for an hour while constructing their castle.
- Villains must break through to the castle and then slaughter all defenders.
- Fortify the Castle
- Part 3:
- Defend the Keep
- Held at the Quad
- Villains get valkeries.
- Defenders spawn in waves due to reinforcements arriving from inside the keep.
- Only defenders may spawn within the castle.
- Villains must break into the castle and then hold for 30 minutes while they slaughter the population.
- Defend the Keep