Hmm maybe a dead by daylight where the exit changes location and you have to find it. But again that wouldnt really keep people from camping the exit once they found it. As a side project i did consider another option but it never bares much support i suspect because its not anything to do with weapon balancing.
This is a hybrid of PvP with PvE elements faction missions that resemble PvP multiplayer game objectives that can be played independently. The beauty of this is it negates waiting times, rosters, and fixes itself to already existing mechanics making it easier for devs to implement compared to other projects they work on and from other pitches i have seen on the forums. But has much more room for expansions later down the road.
What I propose is in contrast to the current faction quests. this feature would make use of the current faction rep quest giving model while offering more versatility.
To set the parameters, utilizing the forts and tents are the primary focus. They should be be populated with 10 NPC’s respective to the territories level that ally with the faction that currently controls the fort or tent. With some consideration I find the combination of 1 elite commander, 2 elite captains, 2 archers, 1 rifle-man, 2 sword and shield, 1 great axe, and 1 spear would be a well balanced defense for the NPC population at each structure.
A faction rep should be at the forts and tents for rapid mission deployment but fort and tent reps offer less than town reps in a way for a third faction to attempt to catch up to control a tent or maybe even overtake a fort.
To gain control over the fort or tent instead of the 10 minute king of the hill gameplay which is currently the longest waste of time in gaming history. Instead, the faction that has the most pull in the territory control gets the fort and the faction with the second most control gets the tent.
Faction missions completed from the towns should offer more points to ensure a catch-up mechanic for the third faction.
And here js the kicker to really mix things up. The faction rep is made as a psudo boss character (an elite level 85) if you want to kill this character. You are going to have to earn it but the reward is that the enemy faction can no longer get missions in their fort or tent until it respawns.
Dividing the missions into two categories.
groupers (missions that rally players together, they dont pay much but can be done in rapid succession)
pullers (missions that pull players away from the forts and tents to stimulate a struggle, and they should pay more to discourage players form ignoring them)
THE CONVOY puller- team fortress two had an escort multiplayer mission where teams had to defend a cart and deliver it to its destination while the other team has to destroy it. I propose a multi caravan convoy that has to travel from the town or border, to the fort or tent which would pull players away from the fort or tents for a certain amount of time. however the enemy faction has to destroy all 3 caravans to prevent a victory. one caravan should have a war horn, one should have a turret and one should have a cannon completely usable.
SABOTAGE grouper- in 3 minutes, teams have to defend the fort while the others have to attempt to tamper with the forts defenses. with visual smoking effects for the already affected equipment. total sabotage of all the equipment is required for victory while defending teams have to repair the equipment.
DEMORALIZE THE ENEMY grouper- capture the flag between the fort and tent its been tried tested and has held its own for decades as a standard multiplayer PVP game type.
DOUBLE AGENT puller - intercept the defector, track and capture or eliminate the defector who is currently trying to flee the territory. take the intel carried by the defector and bring it back to your faction rep or take it to the enemy’s faction rep for no faction points but an increased monetary gain.
SPECIAL DELIVERY grouper - deliver a caravan loaded with explosives to the enemy’s fort or tent players must physically push the caravan and defend it to succeed.
ASSASSINATE THE COMMANDER grouper - kill the commander, stealth optional.
SUBTERFUGE grouper - deliver the fake orders to the corrupt faction rep without being detected by the guards.
Optional puller kill a messenger last reportedly seen in-between the town and the seige, take his letter and deliver it to us for a bonus.
FOOT PAD puller - circuit race, run and deliver a note to 4 destinations within the timer to receive a reward.
KING OF THE HILL grouper Hold the middle ground for a collective time of 10 minutes (one man holding position is 20 minutes, two men holding position is 10 minutes, 3 men holding position for 6.66 minutes, 4 men holding position for 5 minutes) and time doesnt reset upon death
MAGE-BALL Grouper a flock of turkeys are in the battlefield. we cant let these get us in a fowl mood. take them out. 2 minutes to kill 20 turkeys may the best mage win.
RESIDENT CORRUPTED grouper a micro demon is loose nearby, small but absolutely deadly. take it out. if you die you rise up as one of them with a 50% health debuff but a 150% damage increase. you gradually loose health over time but gain 15% health per players defeated. you loose the ability to perceive friend from foe except other fellow corrupted, you gain 50% haste for 5 mins and gain a small faction bonus bonus for every man killed. but killing the demon gets you a lot of faction points in return.