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Hagintora
Chatelain Rapid Response Gallente Federation
64
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Posted - 2013.03.05 07:18:00 -
[1] - Quote
If you want to add another win condition to the game, then I'm all for it, but there shouldn't be only one way to win a match. Now adding that when they release the Commander Role wouldn't be bad (again, as long as they kept clones and MCC detruction as well). Say by having a counter on the Commander's screen (since he's playing a top-down RTS game) that keeps track of ISK lost in the current match, the Commander could then decide if the fight is becoming too costly for his Corp.
I think there should only be one or two "hard wins" (like clone count), and the rest should be left up to the players to decide if they want to continue the fight. If the players (the Commander of the team, or the individual players themselves) want to retreat from the match, or press on in the face of overwhelming odds, then I think they should be allowed to do that. |
Hagintora
Chatelain Rapid Response Gallente Federation
65
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Posted - 2013.03.05 07:53:00 -
[2] - Quote
Isn't your ISK idea a hard condition as well? Just counting up how much ISK is destroyed until you reach a certain number? Unless you were saying that it should be the players option to quit the fight?
And how would you ISK idea negate having teams "max out tanks and proto heavies"? Espescially if they're already winning in five minutes? Adding win conditions is one thing, but limiting win conditions will just make things, like the example you gave, worse. By adding win conditions, you give the losing team a chance to change strategies and turn the fight around.
I don't really understand what you mean by "real logistical limitations", could you explain that further? |
Hagintora
Chatelain Rapid Response Gallente Federation
65
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Posted - 2013.03.05 07:58:00 -
[3] - Quote
Lonnar wrote:This idea is over the top. Do you have any idea what you just suggested? The awesome scope of this idea is insane. Imagine if both sides never gave up, and kept on fighting, clone, after clone, after clone. A battle with a victory set by a team's withdrawal can last for HOURS, maybe even DAYS.
I'd recommend posting this idea as an individual suggestion of it's own to grab people's attention. If you don't feel like making a new thread, then I will, I'll make sure to mention you at least as the original creator of this fantastic idea.
Be my guest, my friend. Although be prepared for people not being as excited as you or I over fights that last hours or days. I like it, but it just makes sense in my head that it would take that long (or longer) to take over a District, or a Planet.
I will stop now, as I don't want to hijack Bogon's thread too much. |
Hagintora
Chatelain Rapid Response Gallente Federation
67
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Posted - 2013.03.05 09:51:00 -
[4] - Quote
Bogon Vdemotch wrote:In real wars, you're inherently limited by what you brought with you. You cannot order up tanks from space, or buy new dropships and have them delivered in 2 minutes* You cannot adapt to the enemies disposition just by pushing a few buttons, and even if you could, there'd still be limits. As to how the idea creates balance, the team getting stomped goes to gimp gear with a focus on taking out the high value targets to get the win. It lets them ignore KdR, play cheap and try to grind a win by swarming the enemy with low quality suits. *OR YOU ORDER IS FREE! LIMITATIONS APPLY. OFFER NOT VALID ON CALDAR PRIME.
I feel that KDR does have its place in this game, just not a very big one. Since, from the posts I've read on this forum, people can recieve about 5 deaths before they have to switch to lower level gear in order to make a profit from the match, your KDR is basically a measure of how long a player can run top gear in a fight. Now in order to make that truly useful, CCP would have to add in a ranking that would calculate the average deaths per match that a player recieves. I'd say toss in a similar ranking that measures average WP's recieved in a match as well, so people would be able to judge how "active" the player is in each match.
That said, I agree with most of the rest of your post. My only concern is how to balance that in game. All of our equipment right now is personally owned, so limiting how many times a player can call in a tank is currently limited to how many tanks they own. If all vehicles and suits were owned by the Corp, then this would absolutely work. As it stands there are going to be a lot of players who will be upset because they can't use the items and vehicles they've purchased. So the question is: Regardless of Clone Count being present or not, how would you balance the issue of "personally owned" items being used in battles?
The part I don't agree with is your idea of how this would balance the game. The team running PRO gear is already at an advantage over over the team running Militia Gear. The team running MLT Gear is dealing less damage, and is taking more damage, and the only way a swarm tactic would work is if one team could truly out number the other by having more players on the map than their opponents. In battles where both sides have an equal number of players, swarming just isn't really possible.
Baal Omniscient wrote:Won't work. 2 words. Militia Gear. I could fund a 3 week straight campaign with no breaks for under 50,000,000 ISK. And that's IF we aren't using blueprints.Now if we had to buy every clone we used, that might be different....
Now if we were to combine this idea of Corps having to buy the clones used in battles (an idea that has been mentioned several times, but is still a good one), with Bogon's idea of Logistics, then we have something. Cloning out a team is an acceptable way to win, because if nobody is left to fight you then win. This is how a lot of small battles are usually won, with the larger battles/wars being decided by whether or not one side still has the resources to continue. If Corps had to purchase clones (BioMass) before battles, you could win simply by making it too costly to continue to fight against you. |
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