More thoughts on PvP play and the suggested new format...
I played some more PvP in the
Beerdrinkers server on Sunday. I've played quite a few sessions of this format now and, as I've said, I firmly believe that it produces games that are much too long. The first game was almost an hour. I think the format for PvP needs to be such that it cuts the game time by half.
Another reason for shorter games being preferrable, to add to the reasons I gave above in a previous post, is that games can go on for so long that people leave, creating unbalanced teams. Quicker games would mean the players are re-distributed into evenly numbered teams more frequently, and people would be more inclined to stay to the end of a match if they could see its end in sight.
As I've said, the current PvP format produces long "meatgrinder" games, especially with more players. One player summed it up when he commented something along the lines of "it's all just run, shoot, die repeated". This is because of the single capture/no back-capturing rule. It just creates the classic irresistible force vs immovable object formulation.
Imagine there are six players on either team. By having one capturable target it is always 6 vs 6. However, if there are three bases to capture there are a huge number of combinations of how the players can face off: each team of six players divided by three bases can be arranged 6-0-0, 2-2-2, 3-1-2, 1-1-4 etc.
Then the other team is doing similar, so there are even more combinations. These will create imbalances - weak points and strong points in each side's line. It is up to both sides to work as a team to try and exploit weaknesses in the enemy line and shore up weak points in their own. This is what military warfare is all about - tactics and applied concentration of force.
My feelings in a nutshell: the current PvP format produces one long, sometimes way too long,
firefight. By tweaking the format along the lines described above you will produce a
battle!I also feel that teamwork, co-operation and communication between players would be much more important with this PvP format.
In PvP, I don't use the chat as much as in co-op. This is partly because there isn't time for any non-essential or frivolous chat - if you take your foot off the gas for a moment, it can be costing your team's chance of victory. But also because there isn't much to say in game terms either. All friendly players are attacking the same target, they're all "running, shooting, dying" and there's not much else to it. There is no need for using team chat and I'm not aware of anyone ever using it.
With this new format, team chat becomes very useful: co-ordinating bases to attack and defend, requesting assistance defending a base, sharing intelligence on which base Dio, Street Veteran and Jack Mayol are attacking (i.e. the point of the spear).
From my PvP playing, what I've heard people often saying is that they like the little solo battles that often end up taking place between them and a particular opposing player on the battlefield. I can say that the most fun I had in PvP was on Bootleg Islands one time, while everyone else was fighting at Bridge. I noticed an enemy player trying to stealth in to Old Fortress. So I shot him, of course. Then for a while this player and I had a mini-game where he'd try and stealth in to Old Fortress from one way or another and I'd try to be there waiting for him with a gun. It was Spy vs Spy stuff and I had this guitar riff going in my head...
https://www.youtube.com/watch?v=mS8Th4O8VT4So, what I'm trying to say is that I feel there's a lot of fun to be had in these one-on-one battles that would occur if there were low numbers of people playing this format. For larger numbers of players, I feel it would
undoubtedly provide a more fun, dynamic and, indeed, realistic game.
A real world military commander is given an objective and it is up to the commander to decide the best way of capturing the objective in terms of tactics, use of terrain, manouevring/approach to target, surprise and suchlike. This game format is probably as close to that as RWR can get.
-----------------------------
More discussion on the application of the format:
Visual representationEarlier in the thread I wrote that the format would need the map to have HQ markers and also perhaps red target/blue shields for all the bases along the front line. Having thought about it some more, I think there is a better, and probably simpler, way to do the whole map side of things: each final home base/HQ - the Objective - uses the standard red target/blue shield shield. So one red target and one blue shield on the map - just the two, no more no less, and they wouldn't change during the game. They are like the goal posts on a football field.
Additionally, and crucially, the map for this mode would have lines showing the connections between the bases, similar to the diagrams above. They could be dotted lines, whatever, as long as players can see the connections.
This method is undoubtedly better as players can see all connections on the battlefield at the same time, and can plan their tactics better.
---------------------------
Trialling the formatI feel that it would be excellent to trial the format on one map, for testing in a Sunday session. I feel Old Fort Creek would be good for this purpose, for a couple of reasons:
a) It has minimal resources - just two mortar ammo dumps - and they could even be omitted for a trial game.
b) The bases on the map are relatively evenly distributed, so connections between bases are pretty natural and intuitive. Therefore, for a trial game, showing the connections between bases on the map would not necessarily be necessary.
Things needed to be done for a trial of this format:
Capture sequencingSet up the capture sequencing - enemy bases can only be captured if they are adjacent to a friendly base.
Target/shield markersPut a red target marker/blue shield for each of the team's home bases/HQs.
Set up the mapEach team starts with control of their home base and additional base, there are neutral bases (Greycollars, preferrably), placement of trucks, maybe remove mortar ammo.
Things not needed to be done for a trial:
Map connectionsAs I've said, showing base connections on the map would not be essential on Old Fort Creek map.
ResourcesDeciding what to do with resources, like mortar ammo, water towers etc, need not be considered for a test map.
Shared RP bonusThe idea about all friendly players getting a small RP bonus from capturing zones, blowing resources etc, while I think is a good idea, could be left out of a test game/map. For testing, maybe start each player with 150 RP.