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The main base can NEVER be destroyed or captured. Enemy faction is not able to enter this area of the map at all. There will be an invisible wall that only allows 1 faction through. Mortars and grenades cannot be thrown into the enemy main base
5. Radio towers (& power lines)
In this scenario, there are 2 different options. The first option, is to let the radio tower have both functions, the other option, is to have both radio towers, and power lines. Power lines would exist out of a buildable towers, that need to be in X-range of one another. In the story below, I will talk with the idea of the 2 different towers, however If the devs feel it is better to only keep the radio towers, simply apply the power-line suggestions on the radio towers
The origin of ‘power’ is in the main base, however with a bigger map there could be more ‘power stations’
5.1 Radio towers
- Outposts will also get the ability of radio towers, meaning you will see enemies when they are close to the outpost
- Radio towers can still be used to spot enemy forces
- Radio towers keep their current spot range
- Radio towers gain ‘transmit range’ which means that the messages they send, can only reach so far. The message will be picked up by other towers, and in the end transmit it to the radio.
- This range should be about 2 times as far as the spot range
This should create a network of radio towers. These towers all communicate among each other and they will be great targets for enemy forces to destroy, since taking out a single link, could destroy the entire network.
5.2 Power lines: Power lines work similar to radio towers, in that they can only forward power, if the next tower is close enough. The distance between power lines should be about the same as the distance between radio towers (transmit range).
Power lines are used to power up:
- Outposts (see spawning mechanics)
- Barracks (see spawning mechanics)
- Radio towers
This will again make sabotaging behind enemy lines very important, since you can disrupt enemy operations, without actually winning the war straight away.
6. Spawning
6.1 Spawn time
The idea behind the current spawning system, is that it would be weird to be in 1 place, and to be in a completely different area 15 seconds later. That is why my first suggestion is the following:
- If you die in the same grid as you spawned + surrounding 8 grids = 15 seconds
- Every grid further + 5 seconds (diagonal +7,5 seconds)
So if you die In J6 and you spawn at J9, you need to wait 15+10=25 seconds
If you die at J6 and you spawn at C20
15+7*7,5+5*7*5= 102,5 seconds
The further you spawn away, the longer the respawn time, meaning that choosing the closest spawn, is most often the best choice.
6.2 Spawn place
There is 1 main condition to everything that is stated below (excluding tent)
A spawn point can only ever function if powered
No power = no spawn
There are 4 places where you can spawn
1. Outpost
2. Barracks
3. tent
Outpost: The outpost can be a vital point in a defence, after all it can only be destroyed with satchels and it gives a lot of points when the enemy tries to capture. Next to that it keeps the ability to spawn soldiers. Therefore, there is little change in the way outposts work. However, I do suggest a raise in price to 850 resources. Outposts should only be placed in the biggest and most important capture zones.
Barracks: The cheaper but also weaker equivalent to the outpost. The barracks is a tent-camp (or a big tent). The barracks adds no points to the defence of an area and has no radio-function. It can be destroyed with mortars, and even grenades. However in return the building is much cheaper, only 300 materials are required. The barracks adds an additional 10 seconds spawn delay
Tent: The tent is a special case, and does not require power lines to function. From the tent you will spawn with nothing more than an ordinary rifle (rather than a pistol). The tent is a personal spawn, and you can only have 1 per player. The tent has a limit of 5 respawns. Once you have respawned 5 times, you are required to build a new tent. The tent cost should however be lowered to only 20 materials.
You raised some solid concerns about the current Outpost and Spawning system. I like the philosophy behind your power line mechanic. We will be experimenting with different solutions in the coming weeks and months. We think this won't be a problem that will be solved overnight.