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Destroyed PowerPlant - Change effects?


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The price-hike when a Power Plant is destroyed is all well and good but what if when the Power Plant was destroyed this added a cool down timer after a purchase of a character or vehicle? Much like in the RTS when you have low power it takes longer to produce units, wouldn't a cool-down period be more adequate than a price hike?

For example,

  • Power Plant has been destroyed -
    • The next Gunner the player purchases will have a cool-down period before a Gunner can be purchased by that player again
      • The player may still purchase other infantry besides the Gunner
    • The next APC the player purchases will have a cool-down period before an APC can be purchased by that player again
      • The player may still purchase other infantry besides the APC
    • Free Infantry are unaffected
    • Beacons and Airstrikes are unaffected [Because unless we disable them completely there is no point adding a timer]
    • When a player joins a game they should not be affected by the cool-down duration UNTIL they have purchased something, like everyone else

For the player who dies easily, you will still likely die just as easily no matter what you have.

For the player who is adept or above, your 2K+ credit stash won't mean a thing should you end up dying too frequently with your preferred unit after the Power Plant has been destroyed

  • This makes players get used to other infantry/vehicles they may not normally use, which may be more beneficial for their team
  • This promotes players to survive for longer
  • This creates a much greater importance for the Power Plant for the whole team rather than just the poorer players in a team
  • This should encourage greater teamwork for both teams
  • This will make snipers much more infuriating/important in which case we all already know that a base which allows enemy snipers an advantage is just poor map design

The price-hike never made much sense to me and since Power Plants aren't on too many maps this increases the importance of the Power Plant for maps without Primary base defenses (Like Walls) where so long as you or somebody on your team becomes the teams' loan shark, the Power Plant being destroyed doesn't affect the team a great deal as much as losing the Refinery, Weapons Factory, Air Strip, Hand of Nod or Barracks. 

This idea would be to replace the price-hike.

Suggestion of cool-down periods;

  • T3 Inf
    • - 7 minute cool-down
  • T2 Inf
    • - 4 minute cool-down
  • T1 Inf
    • - 2 minute cool-down
  • Stank, Flame Tank, Mammoth Tank
    • - 9 minute cool-down
  • Arty, MRLS, Med/Light-Tanks
    • - 6 minute cool-down
  • Humvee, Buggy, APCs
    • - 3 minute cool-down

This could be very impractical, but it means the Power Plant would become as equally important as the other buildings.

Like with any other game-changing idea, it would (in my opinion) probably be better to trial this with a mutator than by simply adding it to the game itself. [However I am an idiot when trying to understand how to make a mutator]

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