sarabi Posted March 1, 2014 Share Posted March 1, 2014 Right now theres one rather large problem, in that almost every game will end up in a stalemate where no buildings are destroyed at all, which leads to rather boring meatgrinder games wehre people would rather deathmatch because any attempts at takign down the base feel futile. Theres a few combined reasons for this, but the biggest one is this 1 - building repair is far, FAR too potent I do not think anyone can possibly argue against this, if you have a critical mass of engineers inside a building, it simply will not die, and even if an attacking force successfully takes a building down to say, 20% of it's health before the defence turrets take them out, it will be repaired to full health again in less than a minute, this, more than anything makes attacking feel futile, free, unlimited building repairs need to go since they sap any will to try and damage or skirmish the enemy base. There are a few fixing this, my personal faveroute is perhaps the simplest A. Give building repairs a high resource cost: Right now there is no cost at all to healing game critical structures, and this becomes a major because only paid for units can really make a dent in structures (Infantry can't make a charge until the turrets are taken down, so going for control panels is simply not viable), so having a free unit (engineers) make free repairs that equal expensive vehicles is obviously a huge problem. If it costs say, $40 per 1% of a buildings health healed, (so $3960 to get from 1% to 100*) then suddenly campign the entire game simply wont become viable, so teams will have to push forward and give action in the middle of the map the strategic value of preventing enemies causing costly damage to your structures. Also this puts a soft cap on how quickly buildings can be repaired when under siege. B. Remove active building repair and instead add a 0.5% passive regen to buildings: Not ideal as it still has the problem of returning to a building to find it's healed up in a couple of minutes, but this does stop gaggles of engineers camping the main control panel and outhealing tankshells. C. Double building health and remove repair entirely Also not ideal since it removes a tactical option entirely, but it does mean that a stalemate is unlikely as continued attacks will eventually destroy buildings. TL:DR Add a $40 per 1% repair cost to repairing buildings to prevent the massive predominance of stalemates in the game presently and encourage more active mid-field defence and enemy base assault rather than passive turtling. Quote Link to comment Share on other sites More sharing options...
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