What is your suggestion?
Hello, I am new to the CVR gamemode and I have a recommendation for improving it.
Most if not all of the times that I've played, many of the outlying objectives on the map remain ignored and most of the fighting tends to congregate within the center of the map. I believe that if Lambda Engineers/Combine GRIDS had the ability to spawn temporary (and destructible) Resource Caches within objective sites, it would incentivize players to fan out across the map and actually hold the objectives that they take.
How would this benefit the server?
Defenders would feel compelled to hold and protect the site because they would be able to instantly obtain the rewards from Command Resources as soon as they spawn instead of having to haul them all the way back to their HQ. Attackers would feel compelled to retake the objectives to prevent the enemy team from quickly accumulating vehicle resources. I believe this would also provide more interesting gameplay opportunities to the MACE/Spectre classes, who would be encouraged to infiltrate enemy sites to destroy said Resource Caches. Overall, I believe this would improve the experience offered by the server by encouraging players to spread out across the entire map, thus providing a more accurate "Battlefield"-like form of gameplay.
I think we found a solid solution to a major problem we're having regarding the lack of interaction with resources. I think implementation of a system that allows people to not have to retreat all the to HQ (which can be an extremely long walk on maps like Outlands) would be wonderful. It would also give Engineer some greater value and importance, which I'm always happy to see.
As Shogun already stated, the increase of value to FOB's would also be insane. I only offer one suggestion:
Perhaps the caches will only "cash in" the desposited resources after the resource material timer expires? That way, the opposing side still has an opportunity to steal resources by capturing the FOB?
+1
sounds like a really cool idea, and adds a lot for everyone. people get to defend/attack command caches and feel accomplished by defending/destroying them, and it would give SU/MACE a new opportunity to spend their time
I've actually suggested this before, in private, on the dev discord, on the GRID discord, and possibly also on the forums here. Needless to say +1, but in general I think there could be a lot of variable gameplay introduced through implementing strategic entities that contribute to gameplay in some way.
Among other thoughts;
-COs should also have their own set of like-minded structures they can deploy, or even simply allowing any CO in addition to GRID/ENG to create these.
-More structures than just things to increase Resources gain should be implemented, a few examples (not all of which are good) would be a Repair Station for vehicles, a reinforcement point that makes the area take longer or require more people to capture. (COH2 seems to serve as a decent example here)
-Ensuring these regions are either A) semi-permanent to create dedicated strategic areas or B) very fluid and removed on enemy capture of the territory. Either way would be cool, but some more specifics like this would need to be discussed.
You're not going to be doing this for more resource points, as they're still pretty abundant anyway, unless you start spamming vehicles (which no one other than Engineer/OVA actually like). This will moreso effect how fast members of one faction get credits.
A: RES WB SPC Robert West
Discord Username:
A: n/a
Steam ID:
A: https://steamcommunity.com/id/alphapong/
What is your suggestion?
Hello, I am new to the CVR gamemode and I have a recommendation for improving it.
Most if not all of the times that I've played, many of the outlying objectives on the map remain ignored and most of the fighting tends to congregate within the center of the map. I believe that if Lambda Engineers/Combine GRIDS had the ability to spawn temporary (and destructible) Resource Caches within objective sites, it would incentivize players to fan out across the map and actually hold the objectives that they take.
How would this benefit the server?
Defenders would feel compelled to hold and protect the site because they would be able to instantly obtain the rewards from Command Resources as soon as they spawn instead of having to haul them all the way back to their HQ. Attackers would feel compelled to retake the objectives to prevent the enemy team from quickly accumulating vehicle resources. I believe this would also provide more interesting gameplay opportunities to the MACE/Spectre classes, who would be encouraged to infiltrate enemy sites to destroy said Resource Caches. Overall, I believe this would improve the experience offered by the server by encouraging players to spread out across the entire map, thus providing a more accurate "Battlefield"-like form of gameplay.
Thank you for taking the time to read my idea.
fix it :pensive:
(but neat idea however)
I think we found a solid solution to a major problem we're having regarding the lack of interaction with resources. I think implementation of a system that allows people to not have to retreat all the to HQ (which can be an extremely long walk on maps like Outlands) would be wonderful. It would also give Engineer some greater value and importance, which I'm always happy to see.
As Shogun already stated, the increase of value to FOB's would also be insane. I only offer one suggestion:
Perhaps the caches will only "cash in" the desposited resources after the resource material timer expires? That way, the opposing side still has an opportunity to steal resources by capturing the FOB?
sounds like a really cool idea, and adds a lot for everyone. people get to defend/attack command caches and feel accomplished by defending/destroying them, and it would give SU/MACE a new opportunity to spend their time
Among other thoughts;
-COs should also have their own set of like-minded structures they can deploy, or even simply allowing any CO in addition to GRID/ENG to create these.
-More structures than just things to increase Resources gain should be implemented, a few examples (not all of which are good) would be a Repair Station for vehicles, a reinforcement point that makes the area take longer or require more people to capture. (COH2 seems to serve as a decent example here)
-Ensuring these regions are either A) semi-permanent to create dedicated strategic areas or B) very fluid and removed on enemy capture of the territory. Either way would be cool, but some more specifics like this would need to be discussed.
Ancient GRID CmD, prior SU Major/GB COL.
Credit to SEVIN.