a death cap for locations is a bad idea I think it will rain lots of flame on the newbies who die a lot but how about a respawn time increase for each time you die that means if you die over and over again you might prefer to spawn anywhere else instead of waiting so if the enemy force is overwhelming your faction at that spawn then your faction will lose cause they can't spawn frequently enough to fight the enemy back this way we have some kind of deathcap this increased spawn time should be divided if you are in an arranged squad, so time gets affected in 2 ways by the ones who die not thwt much in a positive way and the ones who die more often in a negative way so they don't have to wait to long cause all have the same spawntime
Eh, still not a fan. Dying is something I'm really good at and I really don't feel like waiting if I die a lot - Dying is already tough, as it'll take a lot of time to get to where the fighting is without transports, and, as we've seen in the Pre-Alpha, those are easy to spot and destroy. It'll just be salt in the wound on unexperienced players who can fight (Aka me) and boost those who can (Everybody else, apparently)
Shouldn't any spawn delays have to do with the territory itself, there's supposed to be other things to do in enemy territory besides seizing it. Spawn delays should be tied to destroying a Supply Center or something, not frequency of death.
It's possible, though I'd want to be more organic, like with Transports - if you have one close to a battlefield, respawn will take (Respawn time + Traveling time - Traveling time).
there will always be multiply fronts to spawn at and the spawn time increase I suggested would only count for each territory so when your time is to long there then try another front the increase will go down somehow for sure maybe by kills and other faction benefiting actions sure the idea is not perfect but I think it can be used if they work on it a bit
Anyway, it's not too relevant for this thread - not that it isn't important for the game in general to decide how respawn works, but it's not strictly an Orkish Balance issue. Lets get back to it!
ah right I missed the topic ^^ well ork balance should somehow come with numbers not that you are on a disadvantage in small numbers but you get an advantage in big numbers then vehicles should be fragile but cheap to spawn and orks shouldn't die all the time when vehicles get destroyed, the orks inside just take the overkilldmg which the vehicle would have taken and get bursted out of the vehicle in an high bow and get knocked down when hitting the ground that would show the toughness of an ork very well I think in melee combat orks should be able to charge up for powerful strikes in range comabt orks should have alot of screen shaking while firing which make it hard to aim the overall accuracy of the weapon can now be more accurate (but they need to make sure that the player can't use some hack or tool to prevent the screenshaking, or simply make the cross hair shake a lot if this is harder to hack^^) this deathray weapons are single shooters so to show the bad aiming we could have the screen/crosshair shake while charging up the shot
The hints from the devs indicate that the F2W players will have full and complete access to the Ork Boyz class, but no other base classes from the Ork list. As a paid up population-screwed Eldar (hey, at least we know that bit's going to be lore accurate) I really don't have an issue with that. All the more p̶o̶w̶e̶r̶ numbers to the Waaaagh I say. Any sensible Eldar players at this point have resigned ourselves to being the faction that groups up more or less entirely as one and goes on a "being real gits" spree nicking out-of-the-way capture points from Sphess Marins of one or other variety while they're too busy knocking eachother/you guys over the head and then running away throwing obscene hand gestures if they send any significant numbers to deal.
My suggestion is for faction balance since there is the possibility that the Ork faction may not be the most numerous as intended. Since Miguel favors asymmetrical balance and the Orks are intended to be the most populated faction with strength in numbers the only way to shore low population up wwould be faster spawn, closer spawns, etc. Take the usage of the word simulation at face value, it is more of a factional balance. This population correction will of course only come into effect when the Ork faction is not at peak to help maintain the factions theme and balance in the entire war effort. It also should scale appropriately based on the population difference. So if Orks are 2nd most populace maybe spawn a few seconds faster, and if Orks are the least populated faction they would spawn significantly faster. Also I strongly suspect the average F2P Ork Boy will not be "Statistically equal" in terms of overall combat effectiveness compared to the other paid for classes. Perhaps they will have a functional specialty per base class but I will also guess they will not have as much cross role functionality since they are free to play. Planetside 2 is not a good comparison for this games factional balance since each faction in this game has a built in strength where Planetside 2 has at best weapon firing rate variation (Except OP Magriders being truly unique and well beyond the other races tanks balance). If BE goes with asymmetric balance as mentioned that means they should consider some form of handicap to strengthen the faction when they cannot work as intended. In this case Orks and their numbers. Oh and Waaagh group power should definitely be done as well I agree, that is just a good mechanic to reinforce grouping I am not saying that should not be implemented.