CAPTURED TOWNS = DELAYED FLAG MOVES?
(10 votes, average 5.00 out of 5)
Written by GOPHUR   
Monday, 07 February 2011 14:52
This is a nifty idea that popped up in the Barracks: "I've been wondering for a while how we might, in some way, slow down the game in terms of all rush to camp the fixed spawns until the other guy gives up. If there was an extra delay for moving a flag into a captured town, I think this might have quite a dramatic change in the way some battles are fought. It might also be worth making the CPs capturable in 5 mins for a counter AO."

GOPHURGOPHUR: I've often thought about the idea of having to hold a town for a certain amount of time before you could own it. This might allow for a counter attack as well. We don't really have anything formalized on this game play change at present but I'll jot a note down to talk it through with the team. We have to make sure that ideas like this works not only with the current game mechanics, but is something that the code can handle. Everything is so inter-twined that making changes to the way the game works has ripple effects, and we have to be very mindful of how far those ripples reach.
 

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Comments (15)
1 Monday, 07 February 2011 16:34
ftroop
Bad idea, remember the days when you could spend hours trying to attrit a bgd/town only to get to that point of capturing the town and the defender all of the sudden does a fallback ? well, same thing here.
2 Tuesday, 08 February 2011 09:15
fiambre
Putting things harder makes the overpop side stronger. Putting things easier makes the overpop side stronger. What is needed is something that makes easier for underpop side and more interesting (not heavier or more difficult) for overpop side
3 Tuesday, 08 February 2011 11:54
Ezrelay
I am not sure I am getting the point of such a change. Majority of the times its the under pop side that will be using such a new feature, who for the most part dont have the the ability to counter.
How would this change make game play better?
4 Wednesday, 09 February 2011 03:14
Krikeel
You have my vote to implement this idea.
5 Saturday, 12 February 2011 10:28
Eggert
This idea would only serve to make things even harder for the attacking side. What is really needed is to separate spawn points from capture objectives, so that the defenders don't just spawn on top of the troops doing the capturing.
6 Sunday, 13 February 2011 12:49
Potthead
great to see something about this on the front page :) HUGE S!
7 Sunday, 13 February 2011 12:54
Potthead
would be great if endless rotation of supply/brigades could stop when a town has AO on it. Penalty of ANY kind is needed for bringing brigades to a town under attack.delay in movement/delay in supply arriving/ reduced overall supply level in brigade
8 Tuesday, 15 February 2011 03:53
Potthead
Great idea! at the very least actually a delay needed. need even penalty on supply level or delay on tickets coming back when move a brigade into a town under attack.
9 Wednesday, 16 February 2011 22:27
mdundee
Initial response: Big No. Considered response: Thoughtful chin-stroking. Having a move-in timer after taking a town could have a huge impact on gameplay. Perhaps run a scenario with this before a full campaign?
10 Thursday, 17 February 2011 01:19
Rick1945
I agree with Eggert there, nothing is more annoying during an attack mission than the constant Axis tactical option of camping with 232's or a Panzer, it just ruins the game in a lot of ways when they do that.
11 Thursday, 17 February 2011 10:54
ftroop
It will only serve as a easy way out for the defender to fallback and reclaim the town after the attacker spent hours trying to attrit the town/bgd. it defeats the purpose of supply and attrition.
12 Thursday, 17 February 2011 11:45
checov
What about slowing down the time for the Inf brigades and keeping it the same for the Arm brigades This would hold with the historical view that Arm brigades were much faster Later, in higher tiers 1 of the Inf brigades could be listed as motorized
13 Saturday, 19 February 2011 08:07
Potthead
people are missing the point here, there should be a PENALTY to bringing NEW brigades into a TOWN Already UNDER-ATTACK to STOP or Minimise the unlimited supply rotation.
14 Monday, 21 February 2011 12:17
norby
How about we make the brigade move a condition of overpop status - for each second a side is in overpop that side has a 15 second brigade move penalty. That means a 60 second delay would cause a 15 minute delay in brigade move.
15 Saturday, 05 March 2011 16:01
ftroop
Hey potthead, hey didn't say abything about a town already under attack ..he said captured ..big difference .