[Gameplay] Flag Locking Solution that scales well
I have a three-fold proposition for flag locking. It both keeps their strategic importance in the game and gives many valuable ways to counter them. It also scales nicely from 1v1 to 5v5.
1) Increase the casting time for the lock item to 6/7 seconds
2) Make the flag locking item interruptable by simply taking any damage
3) Give each player one unlock per game!
Explainations:
1) Locks are currently applied too fast. If it took 6/7 seconds than that would allow you interrupt any locking in progress even after being stunned.
2) When coupled with number 1 this requires the team trying to lock to completely clear the flag area of creeps and heroes before attempting to lock.
3) Each player gets one key per game. This makes unlocking a strategic decision that must wait until the right moment to be effective. This is the idea that scales well because in a 1v1 you could only strategically unlock the flag once for a killing push into your opponents base. In a 5v5 you'd have several chances to reclaim key flags in case they get locked. Keys work the same way as locks meaning they take 6 /7 seconds and are interrupted by taking any damage. This change adds more depth and strategy to the overall game because timing this correctly are key(pun intended)!
Bonus: ![]()
4) The extra change! Make a graphic that shows up big when someone is locking a flag. I think a circle that is slowly filling as the casting time is being met would be sufficient. This circle would be shown about the demigods head.
Anyways key things to remember are:
a ) you can only cap the flag when you have it cleared of demigods and creeps because you can't take any damage while setting the lock
b ) it can still be unlocked but each character can only do this once per game
Additions from Discussion
5 ) Add a graphical indication that a flag is locked.
6 ) Your key can be earned by getting a 5+ kill streak. However, you can only have one key at a time.