I felt that after playing a round of CnC the objectives wern't met in that squads wern't really defending their firebases. So would like to propose the following, that once built, firebases have their approximate location revealed to the enemy like in INS with various icons used to show where your FB's have been revealed or that the approx location of enemy FB's are, this will encourage the use of front lines with firebases rougly marcating out a no man's zone, rather than have squads criss cross a map searchin endlessly instead of fighting to shift the lines of control. The rules for FB revelation may come from intel points or simply time elapsed, giving adequate time for the defender to build good defences. This i think will make the game more fun.
Any ideas to improve on my suggestion or similar suggestions?
Suggestion for CnC gamemode
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waldo_ii
- Posts: 961
- Joined: 2008-04-30 22:58
Re: Suggestion for CnC gamemode
How about once you build your firebases, you cannot build new ones? You build your firebases, then you can't re-build them. When all of your firebases are overrun, then you lose.
And maybe create an area where firebases cannot be built? It bugs me how whenever I see a CnC game, there are always firebases as far away from the action as possible.
And maybe create an area where firebases cannot be built? It bugs me how whenever I see a CnC game, there are always firebases as far away from the action as possible.
|TGXV| Waldo_II


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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Re: Suggestion for CnC gamemode
Yeah thats a potential idea... having a limited amount of times you can place firebases, would definitely help with the gameplay as is right now its very hard to get an enemy ticket bleed, but its still very fun to play with organised teams.
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: Suggestion for CnC gamemode
At the moment there is no incentive to defend a FB as long as you can replace the one you lose in a relatively quick time and kill enemy FBs faster.
Played Kolzesk CnC for 1-2 hours, my squad kill 6 FBs, I had the max displayed score from transporting my idle infantry about in a technical and all we saw of the enemy was 1. Lone guy walking from FB after about 45 minutes of playing. 2. 3 guys randomly on a hill 3. 2 guys and a tank, this time near a FB, when we returned after running from the tank there was 1 afk guy who we knifed then took out the FB.
Don't think the teams were particularly disorganised, both sides kept pumping out FBs when they were destroyed, but they were in the furthest flung reaches of the map and they must be found from the ground in heavy woods.
Needs some kind of incentive to defend. It seems somehow lacking in purpose, although I think it has potential to be a good game mode. Qwai and Fools I've played in CnC and they were better, due to being smaller, limiting range of FB placement, having choke points which focus battles and, in the case of Qwai, choppers meant scouting FBs was easier, and defence seemed to take place more at 'forward' FBs as enemy forces could be directed to them better.
Temporary solution: on larger maps add scout choppers to aid in finding FBs/ spoting nme movement maybe?
Not sure on a longer term gameplay mechanic change. Limited rebuild would help.
Maybe undestroyable bases, so the nme have to hold the ground around your FB to prevent rebuilding, the four you place effectively become like 'flags' only you have to secure the area and rebuild rather than sit in a cap radius. Oncce a FB gets discovered this would mean some serious fighting over it i should imagine. essentially your team and their CO is chosing the key strategic points on the map. But, nothing to stop you going for the edge of the map approach again...
Played Kolzesk CnC for 1-2 hours, my squad kill 6 FBs, I had the max displayed score from transporting my idle infantry about in a technical and all we saw of the enemy was 1. Lone guy walking from FB after about 45 minutes of playing. 2. 3 guys randomly on a hill 3. 2 guys and a tank, this time near a FB, when we returned after running from the tank there was 1 afk guy who we knifed then took out the FB.
Don't think the teams were particularly disorganised, both sides kept pumping out FBs when they were destroyed, but they were in the furthest flung reaches of the map and they must be found from the ground in heavy woods.
Needs some kind of incentive to defend. It seems somehow lacking in purpose, although I think it has potential to be a good game mode. Qwai and Fools I've played in CnC and they were better, due to being smaller, limiting range of FB placement, having choke points which focus battles and, in the case of Qwai, choppers meant scouting FBs was easier, and defence seemed to take place more at 'forward' FBs as enemy forces could be directed to them better.
Temporary solution: on larger maps add scout choppers to aid in finding FBs/ spoting nme movement maybe?
Not sure on a longer term gameplay mechanic change. Limited rebuild would help.
Maybe undestroyable bases, so the nme have to hold the ground around your FB to prevent rebuilding, the four you place effectively become like 'flags' only you have to secure the area and rebuild rather than sit in a cap radius. Oncce a FB gets discovered this would mean some serious fighting over it i should imagine. essentially your team and their CO is chosing the key strategic points on the map. But, nothing to stop you going for the edge of the map approach again...



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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Re: Suggestion for CnC gamemode
The original designs we had for CnC included a ticket cost for assets (a fairly hefty one too). Perhaps that is a means of "leashing" the supply of FBs without it being too arbitrary?
I really hate arbitrarily defined stuff... but sometimes it's necessary. But at 50 tickets each or some such.. eventually they will run out. And iirc we had originally designed it so that at <100 tickets you couldn't build an FB (I can't remember what the threshold was). Maybe it could be as simple as "if you can't afford it, you can't place it".
egg
I really hate arbitrarily defined stuff... but sometimes it's necessary. But at 50 tickets each or some such.. eventually they will run out. And iirc we had originally designed it so that at <100 tickets you couldn't build an FB (I can't remember what the threshold was). Maybe it could be as simple as "if you can't afford it, you can't place it".
egg
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Suggestion for CnC gamemode
Hmm, maybe have FOBs cost reinforcement points, if only to encourage players to keep their even more valuable FOBs. Would surely make defending them easier. I hope you're happy now, though. This thread has ruined my perfect post count 




