Introduction:
This is a battleground suggestion which is partially related to my other suggestion thread, which can be read here.
Prior to the alliance invasion of Lordaeron, SI:7 agents were sent deep behind enemy lines to monitor Forsaken activities in the region. Upon scouting the area around the once-abandoned dalaran crater, one of these groups came upon something of interest.
Forsaken forces have ramped up their activity around the dalaran crater by setting up patrols and heavily fortifying the area around the crater. With their curiosity piqued the agents started to gather intel on forsaken plans.
By capturing and interrogating high ranking forsaken individuals, SI:7 agents found out that the forsaken have begun to build a destructive weapon in a place hidden deep within the dalaran crater, the entrance of which was unearthed after the cataclysm.
Before his death by the hands of the scourge, Ur had begun to research about the possibilities of bringing massive creations, infused with flesh & iron, to life. After his death his research was found by scourge agents and they quickly started to construct prototypes based on it. (The first prototype, Thaddius, was encountered by players in Naxxramas and the second, bigger prototype, was Thrym which was encountered in Northrend.)
During their campaign into Northrend, the forsaken had somehow managed to acquire parts of this knowledge. They then began to construct several prototypes using the partially complete research but failed each time as the creation was irresponsive.
But now it seems that they have found someplace deep within dalaran that contained both his completed research and the equipment they needed to construct this giant monstrosity : Ur’s personal laboratory itself.
Wasting no time, the forsaken have then begun to construct a massive flesh titan named Terekun inside the ancient and forgotten dalaran reliquary which was used by Ur as his personal laboratory deep beneath dalaran.
By the time SI:7 forces uncover this the forsaken have nearly completed the weapon and at the moment all that it needs is enough electricity and a core that –programs- the construction.
-The forsaken have built a mechanical wagon that will electrocute the creation once it gets close enough to it via a railway track. They have also built the core that programs Terekun to obey the banshee queen.
-With the help of dalaran architects, SI:7 agents have found a secret passage into the laboratory. And have snuck inside a gnomish-built core which they mounted on the captured substitute wagon the forsaken had built in case the primary wagon malfunctioned, their plan is to use the secondary railway to reach the flesh titan before the forsaken and program it to serve the alliance.
Battleground : Dalaran Reliquary
Battleground size : 10 v 10
Objective : Get your wagon to the center of the map and use the core to awaken the flesh titan Terekun.
Description and Layout : The architecture of the reliquary is similar to places like Undercity and Naxxramas, So it gives you the feeling like you're fighting in a place which is similar to Frankenstein's laboratory in movies : there are tesla coils and cables, iron tables, shock chairs and grotesque looking machinery everywhere.
The battleground is split in two floors.
1) The ground floor is where the currently-deactive flesh titan is, and where the railway tracks are.
2) The first floor has a wide overlook of the ground floor, there are mountable cannons on the edge overlooking the ground floor and on the southern and northern parts of the first floor are the power nodes. Also there are no fences at the edge of the first floor so players can drop down onto the ground floor from the first floor.
Insertion Points : Alliance forces start from the west side of the map while Horde forces spawn on the east side of the map.
- Like all battlegrounds, both sides are trapped behind closed doors at first and must wait for the countdown to reach zero in order for the doors to open.
Wagons :
Also with the addition of players, Insertion Points are also the place where the two wagons are. The wagons are piloted by an un-killable NPC who is protected in his cabin by an impenetrable force-field.
Once the battle starts, these two wagons slowly move towards the middle of the map where Terekun is located. Players can speed their movement up by capturing the power nodes located on the first floor, one to the north and one to the south.
Power Nodes and Power Lines :
Once captured, the nodes power up the power lines that belong to the faction that captured them. The left power line belongs to Alliance and the right power line belongs to Horde.
These power lines are several tesla coils built next to one another. And will charge the wagon the way tesla coils send streamers into a nearby object.
each power node increases the wagon speed by 25%, so capturing the two nodes simultaneously will increase the speed by 50%.
Mountable Cannons :
While the NPCs riding the wagons are unkillable, the wagons themselves can be hit using mountable cannons. These cannons become activated when you capture their nearby power node (they need power to operate.)
Once their health reaches zero, the wagon stops temporarily and the NPC initiates repairs on the wagon. After a brief (but a probably decisive) pause, the wagon starts moving again in full health and can be damaged again by the cannons.
The cannons serve to delay the opposing side from getting his wagon to the middle of the map. cannons can also be used to attack players but their damage is not decent against other players.
A and B bombsites, and the breakable wall/gate/door :
Getting your wagons to the middle isn’t everything as Terekun is also being protected by a breakable gate. Players will have to grab bombs from the A and B bombsites located north and south of the flesh giant to blow the gate up and clear the way for their wagon.
You can use the bombs in the middle to damage the wagons WITHOUT capping any nodes which makes them more important, bombs are more effective in damaging the wagons than turrets however you need to have perfect timing and be wary of enemy players defusing these bombs.
Players can also diffuse enemy bombs so sticking near your wagon is also a good strategy provided that the opposing faction does not control both power nodes in which case the cannons can be used to blast your wagon and cause it to break down repeatedly.
a useful strategy for rogues/feral druids is to hide near the enemy gate and diffuse their bombs so that they can't blast the door open.
Attack wagons using normal attacks :
you can also attack the wagons using normal weapons but they do very little damage as they have a buff that reduces player damage done by X% (cannon damage and bomb damage excluded.) the buff's effectiveness is further increased by capping the power nodes.
Ending :
Once a wagon reaches Terekun and awakens it the titan will shout with a booming voice. The sentence will be different depending on the faction that revived it.
Horde :
I...Serve...the Banshee...Queen...Time to die...Alliance scum.
Alliance :
They will regret...creating me... I will bring death to the forsaken...and their wretched queen.
NOTES :
• The battleground has a black ops/secretive theme to it meaning that story-wise both sides belong to their faction’s secret services. Alliance forces are being led by SI:7 operatives and Horde forces are helping the forsaken secret agents.
• While taking control of this creation is not approved by the Alliance command, there are elements in Alliance that think using this weapon will benefit Alliance, regardless of how it is created. (note : flesh titans are created by stitching the flesh of hundreds of living beings together.)
• While Ur did research about the flesh titan, his morals never allowed him to build one. Even a small prototype would require a lot of living parts to be used.
• This version of flesh titan is bigger than Thaddius but smaller than Thrym.
• Whichever side takes control of this flesh titan can use it to wreak havoc on their enemies.
• I tried to make this battleground more tactical. meaning that "all rush to X!" tactics are not viable. as you can see, each power node has cannons, so players of each faction should focus on taking BOTH sides instead of just focusing on one.
Achivement List :
Train Robber : during one match, plant 5 bombs on the way of an enemy wagon.
Gatekeeper : during one match, Defuse 5 enemy bombs planted near their side of the Terekun gate.
Bomberman : Plant 10 successful bombs near your side of Terekun's gate.
Overload : during one match, control both power nodes without the enemy wrestling control of them even for once.
Close Call : win a match with the enemy wagon inside the Terekun's room.
Surviving the blackout : win a match without your team capping the power nodes.
Wagon Escort : kill X enemy players near your wagon.
Power Guard: kill X enemy players near the power nodes.
Full Throttle : win a match while the enemy wagon hasn't passed halfway through the track.
You Shall Not Pass : deal a total of X damage to the enemy wagon using normal attacks.
Turrets! : deal a total of X damage to the enemy wagon using turrets.
Reliquary Keeper : win a total of X Dalaran Reliquary matches.