Re: Proposal to improve town capture system
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Written by KFS1   
Thursday, 10 July 2008 15:10

Related to a thread in the Barracks, "Proposal to improve town capture system ?"

Player 'dijpa wrote: 
How does the capture system work at present?
Simple really, the enemy places an AO on a town and 10 minutes later all the flag radios appear. If the enemy captures a flag it starts a 10 minute timer, after which the bunker radio appears. If the enemy captures all the flags including the bunker the town is owned by the enemy.

Whats the problem with the system?
The problem revolves specifically around the enemy spawnables.

Whats an enemy spawnable?
Any depot that links to an adjacent town where an enemy brigade is deployed.

So whats the problem with enemy spawnables?
The problem with enemy spawnables is that once they are captured, the enemy can begin spawning from the depot within 60 seconds of capturing the flag. They can spawn anything from LMGs, to trucks to light ATGs and AA guns right inside your town.

How is this a problem?
A towns first line of defence, e.g. you and me… react according to EWS. Minimal threat provokes minimal response. A single lone enemy infantry can sneak into town and capture the spawnable, what little defence was in town or watching the roads outside of town is bypassed by the sudden teleportation of multiple trucks/atgs/aa/infantry to the INSIDE of your town.

Surely that’s the reward for capturing the spawnable?
Some would argue that yes. But it is grossly unfair to any side if they happen to be underpopulated at that time. With no warning, and no chance to react, the enemy gain a major foothold inside your town. A lot of players feel this is too high a reward for an infantryman to achieve alone.

So whats your solution then?
To disable enemy spawnables until the bunker radio appears.

How is this any better than the current system?
It is infinitely better if you think about it. It means the enemy cannot sneak in to town and teleport all those units into a depot within 60 seconds. It gives defenders a chance to react to the sudden change of threat. Increased threat provokes increased response, it encourages the attacker to commit troops in numbers from outside of town and not be gifted with the ability to spawn inside a town as a result of a “sneak” attack. In short, it encourages confrontation outside not inside towns.

Why is this better?
This is a war simulation with pure PVP, but the current system encourages the sides to avoid confrontation. No side has a good word to say about so called “ninja caps” and would welcome a change that improved the capture system. Towns should not fall as a direct result of a single infantryman sneaking in and capturing one flag. If occupied towns are to be fought over, they should be won or lost in battle.

So its basically the same system, but enemy spawning is inactive for 10 mins?
In a nutshell, yes. Spawning becomes active 10 minutes after the town is contested, or when the bunker radio appears.

 

KFS1There is the issue that they can just drive an MSP into town and spawn from that...

The instant-army effect of both depots and msps has always been a major concern. Perhaps depot throttles ought be the first point of visitation with "scaled" spawn lists so that at low pop the "instant army" effect of a depot is scaled back. Perhaps we could scale spawnables based on units in town. Light ews numbers = very small depot throttles.

 

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