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Devs, Vehicles Should Be Special And Not Spawn Instantly (wall Of Text)

Discussion in 'Ask the Team' started by Ascencia, May 28, 2014.

  1. Naduk Naduk New Member

    i completely agree with a massive delay on vehicles
    12hrs is perhaps to long for a deploy time
    but i see nothing wrong with a 12hr build time
    a 2-5 min deploy time on a prebuilt tank would be about right
    a 2 day cool down on building another tank would work

    but what about a global que for vehicles
    lets say we have 10,000 space marine players
    if they share a global build que and that que lasted for 30mins and you are 605th in que
    it would take a player a very long time to get a popular unit (like a predator)
    this would allow for faster access to less popular units (like a basic rhino)
    it would mean you would treat your new vehicle very very carefully and not use it like a jet in battlefield (80million dollar fast transport for one person for those that dont play BF)

    would this mean people field the lesser units more? i dont know but its worth thinking about

    either way i think the general feel was nailed by this thread
    vehicles need to be hard to get dependent on their value on the battlefield
    ie, a bike should be easy and fast to acquire, as would be a droppod or transport via gunship
    but big powerful tanks (predators and land raiders) should be hard to get, hard to kill
  2. Rasczak Rasczak Subordinate

    The problem with only having a single global pull queue is simply the number of players we're going to have. Using your example, 605 players at 30min/player is a wait time of 12.6 days.

    Like I said, I'm not going to leave my computer logged in overnight so I can get a tank. That's just ridiculous. I'm definitely not going to leave my computer logged in for just shy of two weeks just to avoid losing my spot in a ridiculously congested queue.

    While building in an RTS layer with production and stockpiling of units has some interesting potential, we have to keep in mind that the system must be designed with the expectation that players will *usually* be able to acquire the vehicle they are after fast enough that they will still have time to actually use it before they have to log off.

    This means on the acquisition end, there should be multiple locations where you can pull vehicles and pull delay is just a small bump meant to encourage you to spread out.

    It also has to be designed to account for the possibility of having to supply more than one front, and to account for the fact that tanks *will* be lost. The challenge of the system after all, is balancing these losses against your production capacity.

    The underlying mechanics required to make something like this work are very complex though: you are essentially designing an entire RTS, plus an entire TPS, and then you're trying to connect them together in a way that they don't trip over each other.

    We may have to settle for a more abstract system, where a single abstract resource is continually supplied to all bases and is depleted by any form of spawning or equipment acquisition. Vehicles would obviously use up a substantial chunk of this resource, meaning you want to pace yourself to avoid tapping the base out and preferably pull from a base that is not under attack (and thus doesn't urgently need what few resources it has to support its own defense).
    Lichtbringer, Cyke and Schlifer like this.
  3. The devs already said that vehicles would be a rare sight on the battlefield, so I'd let them worry about it. It is also confirmed that all vehicles will require more then 1 player, so even if 10 players had enough RP for 10 predetors, then they will have to find more players to join in their tanks. Even then, tank maintenance is hard to do, tanks cant heal over time and there is only one unit that can repair them, so far that unit is confirmed as a hero class, so that costs RP too.
    Not to mention gathering the RP for it will take a long time anyway, what player wants to wait hours for the RP to get a tank then wait for it to be built for another few hours. It is confirmed that all classes will have an anti vehicle option.
    On another note, zergs can be easily countered, there are siege tanks and anti siege weapons, the larger groups there are the easier it is to lower their numbers.

    Vehicles are going to be very tough to use, most are slow, need more then 3 people to be fully operational, the RP cost will be massive and there is basically one unit that can repair them that will cost RP.
    Dont worry about it guys.
    Galen and vaevictus333 like this.
  4. to clarify, i didnt mean 12 hours of PLAYTIME.
    Deployment i think should be resonable, 15 minutes to get too where you want too go kinda thing, its buildtime and cooldown that i believe need some length. Rewards for bringing your tank home alive would be reduced repair/buildtime and/or cooldown depending on the damage.
  5. SST_2_0 SST_2_0 Preacher

    I'll put it out there again, need to just have a separate resource for building vehicles. Something that people can easily earn through PvP or PvE. My suggestion was to make PvP have one time boosts. Have PvE be the captured long term resource gathering.

    Than use the resource like PS2 uses infantry resources to build grenades. There would be a build time, that counts down in the background. You could then spawn them repeatedly without a cooldown. So a person designs a tank that costs a ton to deploy but is the tank of all tanks out there, with all the upgradde. Been saving a ton of resources and has enough to build 10 of these upgradde tanks. It will take 12 hours total but after that the player could not only spawn over and over but also trade tanks.

    I had always combined this with the idea that you could find unique upgrades that were class specific and bound to account so being a dev gave you a chance to find upgrades that were based on bring heavier weapons on a tank or etc. While maybe a tactical marine would find upgrades that boost the machine spirit. Only that account could build the upgrade but again, tradeable.

    Everything is also one time use after it is built. This means you could respawn those 10 Upgradde tanks in an hour but they are gone. Just like if you get an upgrade from an ally for a tank weapon once the tank you put it on is gone, upgrade part is gone.
  6. 10 tanks in less than an hour would nullify any push by infantry within seconds. and makevehicles either so numerous they steamroll any and all resistance or to balance them would have to be unfairly weak to negate the sheer number advantage.
  7. SST_2_0 SST_2_0 Preacher


    Not when they are perma death and take 1.2 hours per each tank. Just happened this guy used some tactical decision making and saved up enough machine resources for 10 tanks so he and his squad/platoon could be an armor spear. The other team probably should of been working on some anti-tank or beg a AT-Devi to support them.

    I personally never fear tank assaults, I'm usually packing for them. Nothing better than someone spending some nice deployment money on their tank just to have me blow up it with some other random AT players. The problem with PS2 assaults were people could earn tank points easily by zerging, so you could churn out tanks just by driving a tank (and the CD, which just is a limit to slow tank deployment) for a relatively small amount of time, when you maxed out aquisition.

    Add this is 40k where AT weapons can come in a lot of different ways. My favorite game in PS2 was see if I can kill the heavy tanks with a quad and machine gun or the grenade launcher. And if any game opens to a speed flank attack on tanks it would be this game. In third edition Space Wolves codex would always take Marines on bikes with a meltagun and powerfist.


    TLDR: Not really because you had to work well before hand to earn the resource and then there is deployment cost and it took 1.2 hours to build and is forever eliminated in 1.2 minutes.
    Galen likes this.
  8. its not working hard to earn resourses though is it? we play to earn them. They are a reward gained through action. Having it so people can stack up 10 tanks worth is just rewarding people for spendiong more time on it, and not at all giving people a reason to consider saving it and using it more tactically.

    Edit: 1.2 minutes?! why on earth would anyone bother with a vehicle if its statline makes it last a 10th of its buildtime. If fuel and ammo are finite then they're going to be a pointless resourse if out heavyest vehicles are killed in less time than it takes for you too log in and walk to a battle
  9. Galen Galen Arkhona Vanguard

    you seem to forget the "firepower" of the weapons in 40K and also the ammount of people that will be present in the battles in EC...

  10. and you seem to forget how tough tanks our in 40k
    NEBAscension likes this.

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