Building rework


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[DEFN] TypicalName  VIP 23 Oct 21 at 3:23pm Edited
#1
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RES WB PVT How

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Bloxwich#9885

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What is your suggestion?
Rework of building capabilities, its enhancement.
If you have played Stranded gamemode, you may know that in there you don’t spawn props directly, but instead you spawn a ‘blueprint’. To make an actual prop, you need to get resources and put it inside. What I suggest is nearly the same thing implemented for building classes. 

Blueprint props will have only 50 hp and are nocollided. 

To get building resources, you can ‘make’ them from the terminal in the base by exchanging resources gathered from control points and etc. Maybe there shall be similar terminals, but with less exchange amount or/and bigger timer.

With such changes, an ability to make a good fort will be indeed a challenging task, so let’s give some ability to make it look atleast more good looking and increase prop limit to 40-60 props. With this suggestion, life time of props will be severely decreased and ability to enhance non-combat territories with some props won’t sound like a waste of props, but an actual task which requires your time and won’t hinder your frontline capabilities.

How would this benefit the server?
A: With this suggestion, it will make building classes more skill-oriented and will require ATLEAST some basic logistic capabilities of ‘builders’. It will flesh out a truly unique class with interesting ingame scenarios and decisions. 

Of course, it isnt as easy as it sounds, but it is possible, as stated above, it was done before.
Bateman  VIP 23 Oct 21 at 3:28pm
#2
-1
This does not sound fun whatsoever and would be very hard to implement
Redert  Server Moderator 23 Oct 21 at 3:29pm
#3
-1 oh my god no

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Former R&D COL (2x)
Current Major General

BOT Pieswick  VIP 23 Oct 21 at 3:30pm
#4
-1
yeah good luck not getting raped by a mace / su / literally anyone on the enemy team trying to create a base out of props made of 50hp
[DEFN] Aithead  Head Gamemaster VIP 23 Oct 21 at 9:51pm Edited
#5
So, I haven't played Stranded but I think I understand the rough concept you're talking about. I am both the GM Supervisor and have extensively played both GRID and ENG, having been the GRID CmD at one point.

This sounds like an awful idea. To start, CvR is not capable of sustaining any form of "logistics" role at this time, the gameplay just doesn't allow for it as the map can change hands near instantly which leaves very little room for roles that require more patience, especially on maps such as C13R.
Then we have the problem of 50 HP props. The average damage of a single bullet on the server is around 50, meaning any prop from this could be destroyed in one hit, presumably unless the GRID/ENG had enough resources on hand to make their props strong enough to resist the damage, which is a temporary setback to whoever is on the other side of the wall. However, as mentioned before, passive/slow roles such as logistics and building are very hard to actually have as a functional mechanic in gameplay. Simply the act of spawning, aligning, and building off of props already takes a fair bit of time, time which building classes don't often have before their teammates move on or get pushed back.

TLDR: CvR moves too fast for most any kind of logistics system like this to be enjoyable or remotely fair, especially when paired with how much time building already takes.

Signature:
Gamemaster Supervisor.

Ancient GRID CmD, prior SU Major/GB COL.

Credit to SEVIN.
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AbsentPulse  VIP 25 Oct 21 at 4:14pm
#7
-1 I dont think the building system even needs a rework. I feel like this is unnecessary complexity

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Stealing from Sev since 1987
harmonica  Member 31 Oct 21 at 10:48pm
#8
-Support

As much as CvR is a TDM at this point, there is no point in a solution in search of a problem. Building classes already have proven themselves capable of making builds that are viable in play. The skill required for GRID and Engie scales up by how big and how detailed they wish to make their builds, not to mention the teamwork and coordination involved in order to make use of what they build. If they want to take their building to the next level, they're able to create moving contraptions to make a truely unique experience

This would be the opposite of an enhancement. When you add more hurdles, people will want to play these classes less.
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