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OlafLate

Feedback on the current supply system and the process of capturing control points

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Supply transportation inadequately rewards the player.

The truck is a slow, noisy, and large target. It's very easy not to reach the endpoint. And although supply delivery is crucial, the experience reward for it is minimal. 

Overall, there is a high risk, significant time investment, low contribution to victory, and low reward.

Solution: increase experience rewards for supply delivery, increase supply truck capacity.

 

The truck's capacity is very small/prices for equipment and construction are too high.

If a player manages to deliver the supply, it's used up very quickly. A couple of player respawns, buying light transport, and 600 points of supply is gone. And the player spent 5-10 minutes on it. Not to mention base development; there are no resources for that.

Solution: significantly increase the truck's capacity.

 

Conflict mode is chaotic because of disadvantages of defending side.

Logically, the defending side should have an advantage. But in practice, it's the opposite.

Firstly, control points are usually empty because players are scattered across the map. So, it's not difficult for a single soldier to capture a base.

Secondly, attackers can take advantageous positions and simply camp defenders as they respawn.

Thirdly, attackers can place a radio or a truck with infinite respawns, and due to the increased respawn time for defense, there is no opportunity to use the supply for defense. And this could have been a good reason to bring in more supplies.

Solution: more supply in trucks, reduced respawn time for defenders + the next point.

 

Capturing control points with just a larger number of soldiers results in cheesy tactics for attackers.

The attacking side should show their dominance in the control point. Clear it from defenders. Be aggressive.

In practice, however, the capture happens like this: attackers hide from defenders and wait for the point to be "captured" so defenders can't spawn and then clear our the CP. It doesn't look like CP was captured by force. It's game of hide and seek.

Solution: capture progress triggered not by a king-of-the-hill mini-game but when at least one attacker located in the main tent. He will be an easy target for defenders, but then attackers will have an incentive to seek defenders. And there will be fewer solo captures of control points, which encourages teamwork.

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On 3/17/2024 at 9:48 AM, OlafLate said:

Conflict mode is chaotic because of disadvantages of defending side.

Logically, the defending side should have an advantage. But in practice, it's the opposite.

Firstly, control points are usually empty because players are scattered across the map. So, it's not difficult for a single soldier to capture a base.

Secondly, attackers can take advantageous positions and simply camp defenders as they respawn.

Thirdly, attackers can place a radio or a truck with infinite respawns, and due to the increased respawn time for defense, there is no opportunity to use the supply for defense. And this could have been a good reason to bring in more supplies.

Solution: more supply in trucks, reduced respawn time for defenders + the next point.

 

 


Not sure how can defence have an advantage without a gameplan or preparation?

 

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extremely low respawn time of 5 seconds on either side is fustrating. too easy to spam respawn and rush or throw grenade at location of last seen enemy. I think 20 seconds is a good #, I think that is the respawn time on a spawn radio. 30 second high respawn time is only when attackers are actively capturing otherwise it is 5 seconds. It seems kinda backwards that if a base is being assaulted by a enemy force that has more people that they can just sit and hide until the base is capped.
If I am a defender I have been hiding a spawn radio nearby the base anyway because often defenders are outnumbered and the base is going to get taken. I think figuring out a good balance for spawning at bases and spawn camping is tricky.

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