pasik wrote:
Right now the maps have been configured with single initial bases for the factions. Neutral owns the rest.
How are the single bases decided? Will both teams start in bases with armories?
I also before proposed that each team starts with control of two bases. By using just one starting base for each team, you will find that one team captures half the map before the other team, as bases are not evenly distributed on the map.
For example, on Bootleg Islands, the team that starts on the Western island will capture half the bases before the Eastern island team. Rattlesnake Crescent is also heavily lopsided.
One can redress the imbalance by granting each team a pre-selected adjacent additional base. I explained in my other thread how this would enable each team to have a more equal chance to conquer half the map's bases, with particular reference to Old Fort Creek map.
pasik wrote:
Some neutral bases have been set uncapturable to make the battle duration generally smaller. At this point it's impossible to say if the reduction is anywhere at target.
A bit disappointed to hear this - I thought that's what the PvP Minimodes was for. I would imagine most players would like to see the the
grande team PvP mode use the whole map.
pasik wrote:
Stash is persistent. If someone wishes to juggle with items as extension to RP cap, go ahead.
I can tell you now that my stash will be filled with whatever item costs the most at the armory. It makes the RP cap redundant and just replaces it with a rather tedious process where I'm going back and forth between my stash and the armory, buying and selling mortars or whatever.
pasik wrote:
Sure, they'll have an advantage because of that, but maybe it's not significant down to deciding how the battle ends.
I have little doubt it will be significant.
As I have said, I cannot see the benefits to persistent RP/Inventory. I much prefer the idea that everyone on my team in a PvP team game is doing whatever he can to win the battle (which is the current system of no persistent RP/inventory). It's what any team game (e.g. competitive sports) is all about.
Persistent RP/inventory undermines that. There will almost always be something more that a player can do to help his team by using his RP reserve, but it is human nature to want to conserve something for the future.
Imagine in a game, the other team is starting to get an advantage. Am I going to throw my RP at it or am I going to say "nah, it'll probably be a waste of RP, save it for next game". Much better, in my opinion, for players to be throwing everything they've got into winning the battle in hand.
I would look at competitive sports, like football, for inspiration. The aim is to have a level playing field. Everyone goes on the pitch with the same equipment and the match is a test of player ability and teamwork.
pasik wrote:
No visual network is in place. Even we don't know right now which bases open which possibilities.
Rattlesnake Crescent is not included in the rotation. Bootleg Islands only includes the west island.
pasik wrote:
Bases your faction can capture from others are shown with red marker, bases others can capture from your faction are shown with blue.
This was my initial suggestion to you. But thinking about it some more, I surmised that showing the connections on the whole network was preferrable, as only showing the immediate bases capturable does not allow one to plan ahead so easily.
Also, am disappointed Rattlesnake Crescent is not included as I think that would be a fun map.