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Nesk

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Posts posted by Nesk

  1. On 7/2/2018 at 3:31 PM, j0g32 said:

    Hi @Nesk and welcome to the forums!
    Yes, some sort of control points are a good way to entice player flow and avoid stalemates. In Renegade X, we have capturable tech buildings that provide a boost for the controlling team; e.g. in terms of their economy (silo) or intel (comm-centre), or other map-specific bonuses...

    Additionally, the "field-controlling" team will often destroy the enemy's harvesters, thereby further crippling their opponents' economy. Such a siege often drains the defending team's resources, and the attackers can eventually break through. The problem in most matches is not so much on the side of the attackers, but to allow the defending team to break through the siege for a comeback...

     

    So, you are basically suggesting an alternative way to win the game would be to simply control the battlefield (even without attacking the enemy base). This could be something like "missile silos" as seen in C&C rivals, but also in Battlefield 2142 // 4  in  Titan Mode // Carrier Assault.

    Generally, I like the idea, because it would provide an implicit time limit for otherwise stalemate-y games, and force defenders to get out of their cozy MCT-healing-only-spots, and engage in counter attacks.

     

    However, an option like this requires map and pathing rework: as I said above, you will want to give the defending team a fair chance to break a siege. Hence, placing the CP/missile silo (only!) in the same path that the attackers already block for a siege would only amplify the problem...

    That's why I think that the current implementation of tech buildings, giving"boosts" to the controlling team, rather than punishing the controlled/sieged team, is a somewhat better option within the established gameplay.

    Thank you for your detailed reply

    Though there are many problems with the control point system I mentioned,as you can see,it is time to make a change for renx,silo and communication center is no longer enough to provide players with exciting game experiences, changes should be made deeply instead of focusing on small issues,so adding control point is still worthy to try,you can make players gain funds in a rate faster than their opponents or something like that when they lose the control point to provide a fair chance for defenders,so I think such issues of fairness is not difficult to sort out.For example,you can make cps controllable only by infantries.By making cp only controllable by infantries,vehicles like humvee and apc will be more useful,which also emphasizes infantry combat within a fps game. Of course,cps should be on the field instead of being set inside tunnels only for infantries.Make them easier to be stolen by infantries by setting them near the entrances of tunnels,attackers will be forced to withdraw some of their forces in the siege to defend the control point when it is being stolen by large group of defenders‘ infantries,which would somehow provide a chance for defenders to make a counter attack.Games might be more exciting with such design.

    But as you said,this may require a lot of works to do,you don't have to force yourselves to pay so much efforts,as you have already paid enough for the game(Or maybe making cps only controllable by infantries and setting them near the entrances of tunnels like what i mentioned above is a easier way to solve the problems?It doesn‘t require too many pathing rework or it doesn‘t need any)

     

     

     

  2. I think control points should be added in normal CNC-mode in Renx

    As we can see, in some Command and Conquer games made by EA like Command and Conquer 4 and Command and Conquer:Rivals, there are always control points for players to capture and hold due to high productivity of units.take the newest cnc game, Command and Conquer:Rivals as example, if units spawn quickly like both Rivals and Renegade did, it is very difficult to make a breakthrough into enemy base, the game will become a deadlock and time-consuming just like what we experienced in both oldren and Renx, so developers add a control point in each map in Rivals to keep games from being deadlocks. Rivals may not be a good game, but it does own something for Renx developers to learn.

    Now imagine yourself playing a rts game like Starcraft, both your units and your enemy's are produced in a fast rate and low-cost(Like players are free to respawn in Renegade and Renx as infantries), what will happen to your game?Well,you will find that when you have destroyed enemy forces in the middle of the map and headed for enemy base, there is another enemy troop waiting for you in full population while you have  only 50 units left on the battlefield and 150 units just produced in the base(In rts aspect, games in Renegade are much more like Starcraft and Company of Heroes with limited population than traditional cnc series due to the limitation of players' number), all you can do is to fallback or sending your units to die, whatever you choose to do, the battle you just fought will become meaningless and the meaningless battle will never stop if you are trying to destroy enemy base instead of capturing the middle of the map. If you are not convinced, go and try some Starcraft2 custom maps with extremely high productivity of units.You will find that usually it's a deadlock and very time-consuming. 

    To make gaming more meaningful instead of producing so much garbage time, it is very necessary to add control points for cnc-mode as one of the ways to win the games.

     

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