MattFromElkford wrote:
Im wondering how the overall game mechanic will be refined in further versions. (If that will happen)
So far it seems that AI spawn randomly at bases and run at the general direction of the base with the red arrow pointed at it.
So basically, when one AI dies, another is spawned a base? The reason I'm asking is that after 15 minutes this turns into a kind of a grind with little to no strategy involved.
I kind of feel like a superhero blasting through 50 enemies who simply run run into my field of fire. If the ai were more capable, and moved more tactically, and their death actually impacted the game, I feel like the game would be a little deeper.
An idea of how to implement this would be, the more players killed (AI or Humans), the less ai will respawn as a result, and at a slower pace. Holding more bases would also increase the number of AI spawning, and the speed at which they reinforce.
This way games wont go on forever and will have some suspense at the end when you have a real last stand.
I wish I could explain that better.. But if anyone cares I could break it down a bit.
I suggest this because it takes waaaay less coding than a ticket system like BF.
The way it works is this, and it's not working as well as I would've wanted, meaning some tweaks are needed.
In the start, 80% of total capacity of soldiers are spawned near their bases, after that they start doing whatever the commander AI tells the squad leaders; certain percentage is put to defend bases with more power in the bases close to enemy, less in the back bases, some to strengthen borders between closest enemy and friendly bases, some are sent to the attack staging area to wait for others to start the attack wave towards the target.
Soldiers spawn every 3 seconds in random spawn points in the whole map, regardless of how much they get killed. The spawning stops when the soldier capacity is reached. It has turned out that these days the capacity is never reached, as the guys end up in hostile situations and get killed generally faster than they spawn.
The total soldier capacity for a faction is not constant throughout the game. The soldier count setting you choose at the start is basically divided between bases, with some balancing handled for the benefit of the losing faction. This means that once you get an upper hand in base counts, your capacity per base is starting to become smaller even though your total capacity gets higher, and vice versa for the enemy.
If I understood you right, this sounds exactly opposite to what you are suggesting, but there's a good reason this balancing exists. When RWR was in its early steps in public testing, might have been version 0.2 or 0.3, it was noted that usually once you won the first base, almost all the next bases were captured in sequence by the attack party by just running over all enemy opposition which was hitting the soldier capacity. The last base fight was just about racing there who would get even one kill before the game ends

Now a lot of has changed since then, even bugs might've become corrected in various places regarding all things related to counts, capacities, strategies and balancing, so I it might very well be that removing this balancing effort would be the thing to do here -- having said that, I again remember that capacity is seldom reached these days, and this balancing affects capacity only, not count.
I know the current system isn't without flaws, and it's still mostly about the soldier counts and soldier capacities I believe. The respawn time isn't fast enough to fill the capacity, which means that after the start, where 80% of soldiers are there, the counts tend to be below that. In 0.75, it was slightly altered that the respawn time would be smaller, in order to keep the counts high closer to capacity, but it still doesn't feel right. Now the problem is that the forces are too equal, and a defensive force usually wins the offensive as unless the offensive gets to the center of the base to lock down the nearby spawns, the defensive forces have the chance to spawn nearby every 3 seconds, on top of the fact that the commander is sending reinforcements from the nearby bases all the time which tend to be closer than what the situation is on the offensive side.
What adds to the difficulty once you have more bases than the enemy is that the probability of your AI forces spawning near the fighting area is lower as you control a bigger area of the map. When you're fighting the last base it has turned out that this can be a serious issue.
I have to say though that I haven't studied 0.75 all that much because of my two-week time away, but that's the impression I had.