Void shields are ALOT bigger than that. And the model itself was huge. It will project a vast shield of hemispherical energy, I believe. That's what I'm taking away from what a void shield is.
It's been said before but a supply line system is the most realistic (And fun way) to do it IMHO. It gives us yet another facet of gameplay, protect and take out supply lines to cripple the enemy's forward offensive.
So would you have physical supply lines to destroy? For example, a convoy of vehicles that delivers "resources" to the territory; if one of the regular trips doesn't make it, spawning is disabled? Or perhaps even large "power pylons" that, if one is destroyed, cuts off spawning from every base it connects? Physical supply lines is something I would love to see; behind enemy lines sabotage missions against an NPC convoy would be fun. Still, I feel that the attackers need a more immediate way to stop defenders from spawning. I don't think the attacker will want to rely on taking out a supply line every time it wants to attack, not to mention that fighting over a pipeline takes the battle away from the actual base, which now matter less. I don't even know if an NPC convoy would be something the devs could introduce without hogging server resources. Imaginary line supply lines are the most likely thing we will see, so cutting them off will require territory conquest; this means that we will still need other robust mechanics to make direct assault actually viable for an attacker.
I think something of both could be viable? Resources could be imaginary, but let's say that you can only build vehicle X at special Manufactorum-bases. But the frontline is currently at a residential hub-base. So you'll have to transport it there (Aka just drive it) from the manufactorum. This gives the supply lines a more "tangible" and most importantly player-driven roll. You don't just get extra requisition. You actually get something solid that will help the battle directly. I dunno, I'm just typing as it pops up in my head. Maybe there are glaring flaws with this i'm just not seeing.
So, the latest live-stream has given some new snippets of info on how the devs want spawning to work. From what I gather it works like this: DEV'S SPAWNING SYSTEM: Every territory has multiple Outposts/Depots/Fortresses/Strongholds Each player also has a personal number of "spawn tickets" If a player spawns in a spawn point in any territory where their faction controls every Outpost/Depot/etc., they spawn freely If a player wants to spawn at a spawn point in a territory where one or more Outpost/Depot/etc. is controlled by an enemy faction, they are charged spawn tickets to do so The number of tickets charge (as I interpret it) is relative to the number of Outposts/Depots/etc. their faction controls in the territory; the lower the number of controlled Outposts/Depots/etc., the higher the number of spawns charged The tickets are charge from the players personal pool; if they can't pay the price required, they can't spawn I am unsure if this system carries over to mobile spawns as well, but I'm going to assume it does. If a player cannot spawn at a spawn point due to them not being able to pay, they will have to spawn at a spawn point where they can afford the price; this encourages players to be transported by vehicles to the frontline It is currently not clear how the spawn tickets are replenished for each player, but it can be assumed there is either a passive recharge, or a way to purchase back spawn tickets This system is... interesting to say the least. It opens up some potential problems, still leaves open other problems that have been addressed by mechanics in this thread but also encourages some tactical play regarding transports. My main concerns about this system would be: While players are limited to spawn on a player level, on a faction level an imbalance is created. This system favours the faction with the bigger population: they have more people with spawn tickets than the other factions, so when smaller factions start to run out of players to spawn at the front, due to a lack of tickets on a player level, the bigger faction will still have fresh players coming to the front with a decent stock of spawn tickets. This is a particularly glaring issue; a larger faction offensive will be able to take a foothold with a strong assault, and then be able to win the war of attrition with a superior number of frontline spawning players at the faction level. This is enough to cause a snowball conquest effect, with the smaller factions not having enough bodies to through at the enemy. It's even worse when a smaller faction tries to attack, as they (as far as it seems currently) have no way of stopping the defender from spawning indefinitely, with superior numbers, a larger pool of spawns on a faction level If this system also carries over to MSPs, then player frustration is also going to grow. By putting spawning down on a player level, players will end up annoyed that they have to walk or drive to the battle every time they die; whereas with a faction level spawn system, like the Garrison system, the player spawning is reliant on faction level mechanics; if the player can't spawn at the front, it's because all of the options there have either been exhausted (the garrison amount) or destroyed (MSPs, generators, destructible spawns, etc). In which case, they faction has lost the battle, and the player has missed out on much, because he was able to fight on until the enemy had destroyed their means of spawning. When the player feels that they are missing out due to not having enough spawn tickets, they will become frustrated, especially if they cannot purchase more (due to insufficient funds) or a slow passive regeneration rate. By placing mechanics that restrict, on a personal level, that players ability to have fun, they will feel like they are having a bad experience, and may promptly leave the game to do something more fun with their time. This of course is something we don't not want to happen in the game So those are my major concerns and thoughts on the devs system. What does everyone else think?
I'm not sure what to think yet, but it isn't positive. So far by the sound of it, it's very restricting. There is so much we don't know. Maybe the devs should have waited till Brent came back to explain it because re spawning is an integral make-or-break part of the game. I can't see anything good in it based off what we have been told.
I definitely don't like the idea of personal tickets, for the reasons mentioned above. Remember how I said personal resources make every player a refinery with legs? Personal tickets make every player a barracks with legs. This is a HUGE advantage to high pop factions. Additionally this means that running out of tickets doesn't force me to fall back, it forces me to log off. And that sucks. Tickets, in whatever form they take, need to be tied to bases. They should be a measure of how large a push the base can support, and for how long. If the base can't support your zerg, then you'll just have to stage your push from multiple bases!
you forget drop pods... and deep striking. we need LOTS of those things. also, and forgive me, for the codex astartes does not support this, but...JUMPING OUT OF PLANES WITH JET/JUMP/ROKKIT PACKS!!!!! TEACHING LEANDROSS HOW TO BE A BADDASS ERRY DAY!