Normally I'm lurking amongst the threads and generally attacking suggestions and ideas that I think aren't going to be suitable for EC. At the request of another user I decided to put together some of my ideas into a consolidated piece on my vision/suggestions for EC. So for once I am going to be making the suggestions instead of trying to debunk them. Have fun TL : DR Hex based territory system linked by supply-line lattice Can only attack territories connected to friendly territory by a lattice Mechanics to punish unconnected and surrounded territories High Command and Personal requisition are acquired separately Personal requisition is gained at a set amount per minute and can be boosted by HC abilities. High Command requisition income rate inversely proportional to territory (more territory = smaller income) Faction specific high command abilities with several general abilities Faction specific meta goals to increase requisition, quicker spawns or cheaper heavy weapons/tanks Continents and Territories Each continent is made up of many (I’m imagining upwards of 90) territories (hence forth known as a hex or hexes). Each hex will contain a military base, industry complex, fortification or settlement. These structures will contain the control points required for a faction to capture the territory, as well as the spawn points for the defenders. Each one of the ‘types’ of facility will follow a similar design and provide a unique challenges to both attackers and defenders. The continent will contain 3 hexes which are going to have a major facility, the Manufactorum, Continental Command Centre or Relic Site. These major facilities have 4 satellite bases surrounding them and they act as the first line of defence. There are also hexes which have a small hidden secondary base and their role will be covered later. Each faction (with the exception of the Eldar, more on them later) will have a grand main staging base called a continental fort (C.Fort). This acts as greatest and final defensive position a faction has before they are push from the continent. The C.Forts are huge spawling bases which contain multiple spawn rooms and a large number of control points with a focus on giving the defenders the best chance possible to repel their attackers. These attacks however can only be staged if the defending faction has no other hexes under their control on the continent. Connecting the hexes is a lattice which represents supply lines. These supply lines dictate which hex can be targeted for an attack during the course of normal play. It gives the defenders are chance to predict where an enemy force will assault next after taking a hex, it also focuses the attackers forces so they do not spread out and try to ‘ghost cap’ nearby hexes that aren’t connected by the lattice. Exploiting the lattice is the first step of strategic play, a hex that has been isolated from the C.Fort has a small requisition penalty (5/10% more requisition required) for the defending forces unless they can reconnect their supply lines. If all the connections from 1 hex are controlled by a single faction, it is considered besieged and the requisition penalty triples (15/30%), this will force defenders to try and defend more territory rather than holding up inside an impregnable ‘farm’ . If a faction manages to control 85% of the hexes on a continent, they are considered to be the ‘uncontested’ owners of the continent. This gives them a faction wide bonus which carries over to other continents but they must continually defend their territory because if their control falls below 80% they lose the bonus. High Command and Requisition The high command for each faction will earn requisition based only on how many hexes their faction holds. The requisition rate default is based on 30% territory control. The income for the high command drops as they take more territory and increases when they are down on territory. This is mostly to try and give the losing factions on the continent the chance to fight back with high command abilities. Each faction will have some basic abilities available to all of them; Attack/Defend Here (highlights a territory and offers a 10% exp bonus for fighting there), Counter Attack (highlights a friendly hex and offers a discount on vehicle requisition) and Vengeful Return (Used to launch a grand assault on a lost C.Fort, similar to deepstrike/warp assault). The individual income for requisition is a set amount that does not vary unless affected by high command abilities. Space Marines and Chaos Marines Factional bonuses Manufactorum: Frontline production, reduced requisition costs for heavy weapons and vehicles Command Centre: Advanced Comm Array, reinforcement (spawn) time reduced by X seconds Relic Site: (Un)Holy Inspiration; increased gain of requisition points Marine High Command Abilities DeepStrike/Warp Assault: A targeted hex is now able to be assaulted. It also provides several destroyable spawn points in the fields surrounding the facility. It ignores the requirement for lattice connections. It cannot be used on facilities more than 2 lattice links away or on major facilities and has a 3 hour cooldown. No delay but a warning for defending faction is given, the respawn points are unable to deploy vehicles. (Black) Crusade: A major facility is targeted and the route of at least 5 facilities is highlighted. A bonus (around +25% exp and 10% requisition gained) is provided for all friendly units fighting in the highlighted hexes and a large bonus is rewarded if the major facility is captured within a time limit. Cannot be used unless there is at least 5 lattice links between the frontline and target facility, 22 hour cooldown. 20 minute delay before the (Black) Crusade begins, defending faction is warned and once started a 3 hour timer counts down until the crusade is considered a failure. Concentration of Supplies: A friendly facility is targeted and all friendlies spawn at a increased rate and vehicle requisition costs are heavily reduced, it lasts for 1 hour. If the facility is captured by an enemy faction during the effect, the enemy gain the bonuses and a large requisition bonus. 5 hour cooldown.
Orks Factional bonuses Manufactorum: Bigga Dakka, elite and hero units cost less requisition Command Centre: Da Shiniest Loot, increased gain of requisition Relic Site: None A bonus to spawn times by holding hexes, the more hexes the bigger the reduction until it hits a cap (at around 50% of the continent) which is a few seconds quicker than the (C)SM if they own the Command Centre. Ork High Command Abilities Drop Da Roks!: Similar to the Deepstrike ability of the SM’s, Da Roks allows for an orkish assault on a facility. Da Roks differs in that it can be launched on a hex that has 2 factions of a certain number (atleast 50 per side) already fighting. Has a 5 minute delay and no warning and the orks may not capture the facility unless they have a lattice connection but the roks allow for ork vehicle spawns. 2 hour cooldown. WAAAAGH!: A frontline friendly hex is selected which becomes the start of the WaaghPath and is now treated like a major facility. All adjacent enemy hexes become targets for assault providing the friendlies fighting in them a bonus (reduced requisition for vehicles and heavy weapons). Each territory they capture increases the bonus they receive (to a maximum of 50%) and moves the frontline forward which moves the targets for assault with it. An ork WAAAAGH! can only be stopped by capturing the hex it started in or the Orks conquer the continent. It has a 22 hour cooldown and a half hour warning is given to all factions, but the hex it starts in is not shown (the orks can still see). Freebooter Looters: A enemy hex that is on the orks frontline is raided by freebooter orks. This disables it as a spawn point for the enemy and a lattice link (stopping any assaults onto adjacent hexes) but it is uncapturable to either the orks or any other faction. After 30 minutes the freebooters leave and the facility is left as neutral for any adjacent factions to try and take it. 6 hour cooldown. Eldar Factional Bonuses They do not have a C.Fort that is the base of their operations, they instead have 3 smaller forts that are spread around the continent. These forts sit within 6 surrounding hexes, all of which have a webway allowing the Eldar to raid them if taken by the enemy. The forts are unable to be captured by an opposing faction but they will deactivate if the 6 surrounding hexes are captured by a single faction (besieging the eldar fort). The secondary bases in certain hexes are eldar webway gates. When the eldar capture the territory or launch a raid against it, these bases activate and provide the eldar with a secondary (or primary) spawn point. They can be deactivated (if the eldar do not control the territory) which will force the eldar to launch another raid to reactivate it. The Eldar do not receive any bonuses from holding major facilities. The closer the 3 factions are to each other (in terms of territory control) the bigger the bonus to requisition income. Eldar High Command Abilities Facility Raid: The webway gate at the hex activates and allows eldar players to assault the territory and capture it, regardless of lattice connections. There is bonus exp for eldar who fight in the raids. There is no delay but the defenders are given a warning of the raid. 1 hour cooldown Major Facility Raid: The webway gates at a major facility activate allowing the Eldar to assault it. If they Eldar capture the facility within an hour of the raid being launched, they get a bonus secondary objective. The bonus objective is to hold the facility for a full hour at the end of which they are given are large reward. There is bonus exp for both the initial raid and the secondary objectives. If the achieve the secondary objective the High Command receive a large requisition bonus and eldar in the territory receive a requisition bonus. 8 Hour cooldown. Eldritch Storm: A single targeted enemy hex will for a half hour duration, be considered ‘besieged’ and does not act as a lattice connection for the owning faction. During this time no other High Command ability can be activated on the targeted hex. 22 hour cooldown. Misinformation and Misguidance: Creates a false alarm for High Command ability activation. The ability being warned about is random but consistent between the 3 other factions. 2 hour cooldown Obviously things like names and bonuses can be changed, tinkered and toyed with for it to be balanced or more lore friendly (I'm looking at you eldritch storm) but the general gist of what I am thinking is there. Also congratulations to those who scaled the entire wall, you're free wasted time will arrive shortly.
Damn you clearly put alot of thought into this. Like alot of your idea's, particulary the hex / lattice system which i take it would similar to Planetside 2. Defo helps stop all the ghost capping and much easier to predict where the enemy is going to pop up next.
That sounds good, but...one thing. I dont like that you can spawn in every hex. the little outposts "fortifications" if you will. Should be in big favor for the defenders at the cost that they can not spawn there. I look at it more like a heavy roadblock. Mointainpaths blocked. The only way to spawn there should be a mobile spawn point.
So Mr lurker who decided that your ideas are suited for EC if you deem other peoples aren't But as actually read your wall of text I can see the strategic game mend for the faction high command in this and I like it but is it just a huge mini game for the high command or will everyone benefit from it. Also the question really is will your way too hard for the players. Controlling 85% is allot and depending on the size of the hexes there might the allot of things in it what you need take into consideration. Will all hexes be different from others and so on. Then there is the sneaky way. You kinda left that out completely what that could do in all of this as a viable strategic solution breaking supply lines and other terror behind the enemy lines how will that effect the percentage or the enemy and can it even be done if the bonuses are so huge. In this way the "hex game" kinda only favors command and control and leaves out other methods to disrupt the enemy you want to crush.
Drop Da Roks! - if orks can do this like where ever it would really be true to the lore/ fluff. Lots of the ability/ command ideas are nice.
IMO it's necessary to be able to spawn at the bases they need to defend, otherwise surprise attacks will capture it before the defenders can respond. Hard to assault fortifications would make for very a interesting battlegrounds between bases, as you aren't required to hold them, but holding them would make defending your hex a much easier thing to do. I set up the bonuses to fighting in the territories that the H.C have targeted to try and incentivise players. It gives them a reason to follow HC's orders and allow for HC to swing things around for their troops on the ground. I broadly gave each faction a unique assault, defense and total war ability so that the HC can respond appropriately but they are broad enough that you could use the assault abilities defensively if you know what you're doing. 85% is a lot, but to be considered a 'uncontested owner' you are obviously going to need to control a fair majority of the continent. It also means that it takes a lotta fighting and good defense to hold a bonus that affects the entire faction across all continents. I'd imagine all hexes are going to be unique, depending on terrain and facility type (military base, industrial facility etc). The facility type is for a design focus for the base so not all military-base type facilities are going to be the same. The problem I see with ' the sneaky way' is that it is often indistinguishable from the ever hated ghost capping. I gave the factions an ability each which allows for surprise assaults (there is no delay, it just happens) but also gave out a warning so that the aware defenders have a chance of actually holding it. I think it's a necesary sacrifice to ensure that players aren't always moaning about having to deal with ghost-capping orks or that eldar 'raid' that took 10 hexes before anyone could properly respond. They basically can, as long as there is a relatively big fight that can drop a rok on it. I deliberately made it usable that way so the orks can always get a good fight when they want it but I didn't want to give them the ability to capture behind the mainline facilities because then their waaagh ability would be damn near impossible to get rid of.
These bases might be captures easily if not defendet early, but that is the job of the commanders to look at the map an point at positions that might be in danger of being attacked. They also should work more like early warning systems. Also i want to mention a idea of mine while we talk about terretoris These bases should have NPC Guards, one of them is the "Caller", the one who uses the Radio. As long he is alive, on the map of the defenders there is a rough astimate of Enemy Numbers, an positions of Vehicels. But if he dies, no information can be recieved, and reinforcement hast to guess what enemys are waiting for them
Problem is, most people don't want to read a word wall, they'd rather get a half explained concept they can easily pick apart.