Foxhole

Foxhole

Msupps are a problem.
Not that the devs actively look at the forums (lol)

But Msupps are quite the problem to supply to each and every bunker base, relic base, town-hall and maintenance tunnels across the ever increasingly large map we have.

Nothing needs to change at all for a relatively easy fix. What I propose is either an upgrade that can be voted for in a townhall, or an item to be produced and placed like the pipes for oil. This upgrade will allow Msupps to flow within a radius or to all connected bases that shares a connection.

This change will allow a hex to be supplied with Msupps by only visiting a handful of locations and dropping off Msupps, vs visiting each individual base and manually placing Msupps. This change will do a lot to avoid burnout by logi and stop entire back-line hexes from becomes entirely defenseless later on in a war.
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Showing 1-15 of 18 comments
Iskander Jan 16 @ 4:31am 
The problem is that you then don't have control over which bases get supplied, so this will only increase the supply need to useless/abandoned bases. One of the good updates of the recent years, was the ability to set the supply range of supply tunnels (or however they are called). Perhaps a better option in line with your suggestion, is to greatly increase the maximum range of those tunnels? That way, the builder can still decide to keep the supply range small, but also has the option to increase the sizes and thus reduce the need to supply multiple tunnels.
Nipply Jan 16 @ 9:16am 
Originally posted by Iskander:
The problem is that you then don't have control over which bases get supplied, so this will only increase the supply need to useless/abandoned bases. One of the good updates of the recent years, was the ability to set the supply range of supply tunnels (or however they are called). Perhaps a better option in line with your suggestion, is to greatly increase the maximum range of those tunnels? That way, the builder can still decide to keep the supply range small, but also has the option to increase the sizes and thus reduce the need to supply multiple tunnels.

That could work too. My idea with the pipe-like system was you could connect certain bases. But the radius would be nice as well. It's definitely a system that doesn't scale well with the increased map sizes.
the solution is to reduce msupp burn rate, but the devs won't do that because it would make less grind and we can't have that for the player base
I think they could just halve the msupp burn rate and call it a day. Instead of X msupps per hour, make it X msupps per 2 hours.

Maybe extend the time until decay starts a bit longer as well, this would give players more time to supply their bases.
They already reduced the msup burn rate by removing the regional modifiers. Then you ask halving. Then somebody will ask another halving. The point of the msup mechanic IS TO BE BORING AND INCONVENIENT to prevent the whole map to be convered in concrete. They even stated recently that one of the goal of the building reworking would be to reduce the amount and size of concrete forteresses.
Nipply Jan 17 @ 12:02pm 
Originally posted by Popy / Ivain:
They already reduced the msup burn rate by removing the regional modifiers. Then you ask halving. Then somebody will ask another halving. The point of the msup mechanic IS TO BE BORING AND INCONVENIENT to prevent the whole map to be convered in concrete.

"Then you ask halving" No. No. What I ask is to allow us to hook up certain bases, or introduce an upgrade that allows Msupps to flow and equal out among a set number of bases. This would make it slightly less like having a second full-time job and prevent one base from having 2k msupps, while other bases simple decay into nothing.

If a mechanic is designed purely to be incredibly ♥♥♥♥♥♥, to the point where people just forego the mechanic entirely, that's a big problem and lazy on the devs part.

Devs also said they want a seamless, large-scale war, yet here we are.
Faded Jan 17 @ 8:02pm 
the problem is that too many bases are built, players and clans don't share their facilities so it leads to making too many unnecessary structures
It was WAY worse before region modifiers were removed, and it still sucks.
Originally posted by Nipply:
"Then you ask halving" No. No.

The other person asked halving.

Originally posted by Nipply:
If a mechanic is designed purely to be incredibly ♥♥♥♥♥♥, to the point where people just forego the mechanic entirely, that's a big problem and lazy on the devs part.

Well, what better idea do you have to discourage, yet not forbid, players to build large concrete forteress. My point is that the mechanic is tedious because it's the best way to achieve their goal on that area. Feel free to provide alternative solutions, i'll gladly answer how that solution will be either exploited or lead to even worse consequences
Last edited by Popy / Ivain; Jan 18 @ 9:27am
Nipply Jan 18 @ 12:45pm 
Originally posted by Popy / Ivain:
Originally posted by Nipply:
"Then you ask halving" No. No.

The other person asked halving.

Originally posted by Nipply:
If a mechanic is designed purely to be incredibly ♥♥♥♥♥♥, to the point where people just forego the mechanic entirely, that's a big problem and lazy on the devs part.

Well, what better idea do you have to discourage, yet not forbid, players to build large concrete forteress. My point is that the mechanic is tedious because it's the best way to achieve their goal on that area. Feel free to provide alternative solutions, i'll gladly answer how that solution will be either exploited or lead to even worse consequences

I literally outlined my alternative solution. It doesn't reduce burn rate or lower cost of msupps. All it does is allow for less drop-points overall to supply a hex or number of front-line bases.
u just suck
But your solution is a solution to "how to make msup less a pain", and not to "discourage, yet not forbid, players to build large concrete forteress".
Nipply Jan 18 @ 1:58pm 
Originally posted by Popy / Ivain:
But your solution is a solution to "how to make msup less a pain", and not to "discourage, yet not forbid, players to build large concrete forteress".

So two things.

A) msupp consumption rate is still affected by bases and defenses present in a hex. So nothing changes there. It still burns down really fast. Having to visit each and all 30+ bases in a hex to supply each of them is pretty dumb.

B) players able to hold a hex and tech into concrete, isn't the fault of a mechanic being abused, or being too easy, it means the opposite side isn't pushing like they should. In either case, nukes exist to dismantle a heavily fortified base as well as large artillery emplacements, which is still king for concrete busting.

Supplying Msupps to multiple hexes, is a little less fun than dragging my balls through broken glass. Your argument is that if we simply make it slightly less cancer, every hex would all be concrete bases? That doesn't make any sense.
Last edited by Nipply; Jan 18 @ 2:29pm
Yeah, reducing the maintenance cost (because the only cost is the time spent) will increase on some level the amount of buildings.

The question is not about abusing anything, simply that the devs would prefer if the game had less concrete fortresses, and implemented a mechanic to limit it.

(And no, nukes are not used do destroy concrete)
Last edited by Popy / Ivain; Jan 18 @ 3:29pm
Originally posted by Popy / Ivain:

(And no, nukes are not used do destroy concrete)
Some times they are, but not often.
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