Muhtar
Project Admin
Morning Beyonders,
I am currently revising Hoth Ball, which was disabled some time ago when the battlefield system was changed from Imperial vs. Rebel to the current Red vs. Blue team format.
As part of this revision, I'm making a number of improvements to the existing system, but I'd also like to get some feedback from the community.
How does Hoth Ball work?
A ball spawns in the center of the map. The first player to reach it and interact with it picks it up. The objective is to carry the ball across the battlefield and score by reaching the enemy team's goal line/camp.
However, holding the ball for too long comes with a penalty. After a period of time, the carrier becomes frozen. This acts as a stun and temporarily removes all defensive bonuses, giving the opposing team a strong opportunity to take them down. If the player survives the freeze, their defenses are restored and they can continue carrying the ball or choose to pass it.
Passing the Ball
Passing uses the same targeting system as rally points. You select a location and throw the ball toward it.
* If a teammate is the closest player within range, they will catch the pass.
* If an enemy player is closer, they can intercept it and gain possession.
The goal is to encourage teamwork, coordination, passing, and strategic play rather than simply focusing on kills.
Feedback Wanted
Most battlefields currently revolve around capturing terminals or defeating enemy players. Hoth Ball is intended to be a more objective focused mode that can appeal to both PvPers and more casual players.
With that in mind, should we reduce the emphasis on combat statistics in Hoth Ball?
For example:
* Remove deaths from the scoreboard?
* Remove kills as well?
* Focus primarily on objective-based stats such as scores, assists, interceptions, and successful passes?
Even players who don't enjoy traditional PvP can contribute meaningfully, since scoring goals will always be worth significantly more than kills.
I'd love to hear your thoughts.
I am currently revising Hoth Ball, which was disabled some time ago when the battlefield system was changed from Imperial vs. Rebel to the current Red vs. Blue team format.
As part of this revision, I'm making a number of improvements to the existing system, but I'd also like to get some feedback from the community.
How does Hoth Ball work?
A ball spawns in the center of the map. The first player to reach it and interact with it picks it up. The objective is to carry the ball across the battlefield and score by reaching the enemy team's goal line/camp.
However, holding the ball for too long comes with a penalty. After a period of time, the carrier becomes frozen. This acts as a stun and temporarily removes all defensive bonuses, giving the opposing team a strong opportunity to take them down. If the player survives the freeze, their defenses are restored and they can continue carrying the ball or choose to pass it.
Passing the Ball
Passing uses the same targeting system as rally points. You select a location and throw the ball toward it.
* If a teammate is the closest player within range, they will catch the pass.
* If an enemy player is closer, they can intercept it and gain possession.
The goal is to encourage teamwork, coordination, passing, and strategic play rather than simply focusing on kills.
Feedback Wanted
Most battlefields currently revolve around capturing terminals or defeating enemy players. Hoth Ball is intended to be a more objective focused mode that can appeal to both PvPers and more casual players.
With that in mind, should we reduce the emphasis on combat statistics in Hoth Ball?
For example:
* Remove deaths from the scoreboard?
* Remove kills as well?
* Focus primarily on objective-based stats such as scores, assists, interceptions, and successful passes?
Even players who don't enjoy traditional PvP can contribute meaningfully, since scoring goals will always be worth significantly more than kills.
I'd love to hear your thoughts.