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  1. Hey Folks Life got extremely busy and unfortunately I wasn't able to complete this post in a timely manner that I prefer. But, better late than never (even if I never expect any of my suggestions to actually be added to the game.) Anyways, I will be covering Supplies this time around and how I think they should be utilized in the WW3 Meta game. If you haven't read my previous suggestion posts regarding the WW3 Meta game, you might want to read at least the 2nd suggestion post I made where I cover how Factions should be able to claim new territory, and from there you will see why I would love it if the Developers changed the current system in regards to the WW3 Meta game. Suggestions to Improve the WW3 Meta Game - War Map If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with how things currently work with Supplies. Warning; this post is going to be fairly long. ---- Dunabar's "Master Suggestion Post Archive" ---- Content of this post Section 1 - How Supplies currently work in the WW3 Meta Game Section 2 - Regional Headquarters Section 3 - Military Assets & Militarization Meter Section 4 - Capturing regions with Military Assets built in them & Faction chat Section 5 - Requisition Supplies ---- Section 1 - How Supplies currently work in the WW3 Meta Game The way Supplies currently work in game (or at least how they did before the Meta Game was left in limbo) is that Players would invest their Supplies into three different categories in a region, these three different categories would offer certain benefits to the faction with the most supplies invested into each category, and by having the most supplies invested in each category the Faction would take control of the region. Simple and straight forward. However, I personally don't like the system in it's current shape and that is mainly because (as I established in the War Map post) this makes the meta game feel less like a World War and more into an actual Bidding War where the two factions are just trying to donate more than the other to secure a region. So, if the Developers were to change how Factions take over regions of the World in the Meta Game, what role could Supplies still play in the meta game if they no longer have a direct effect on determining who controls a region of the War Map? In my personal 2 cent opinion, I would love it if there was a light RTS game element to the War Map that utilizes the Supplies as part of influencing gameplay and by light RTS I mean really light. No seeing AI models running around the map, no sending massive waves of tanks to slaughter a enemy team during an active match, or any of that sort RTS gameplay. What I'm talking about is the following... ---- Section 2 - Regional Headquarters Starting off simple I would suggest every region that comes under control by one of the Factions automatically generates a Regional Headquarters (or simply Regional HQ) in that region. A simple icon that Players can click on that takes them to some information panels. These Information panels should in turn provide the following- Records Captured: (Insert numbers here) Controlled since: (Insert numbers here) East Victories in region: (Insert number(s) here) West Victories in region: (Insert number(s) here) East Losses in region: (Insert number(s) here) West Losses in region: (Insert number(s) here) Total Eastern Casualties: (Insert number(s) here) Total Western Casualties: (Insert number(s) here) Total Eastern Vehicles Destroyed: (Insert number(s) here) Total Western Vehicles Destroyed: (Insert number(s) here) Provide Supplies for Military Assets - Will cover in Section 3 List of all Military Assets that can still be constructed, broken down by types, and buttons to donate Supplies to the construction of those Military Assets. Constructed Military Assets in the Region List of all currently constructed Military Assets broken down by types Militarization Meter - Will cover in Section 3 A Meter showing how Militarized the region is. On-going Operations Current Operation Phase, (Insert Frontlines/Momentum of War here) Active Operation Centers - Will cover in Section 3 (Insert list of active Operations here) I think that covers all the must know information. But, I know there is information that still needs to be provided and I will cover that information in the next section below. ---- Section 3 - Military Assets & Militarization Meter. Since (ideally) Supplies would no longer dictate who controls a region on the War Map, the Supplies resource would need to go towards something different, and that something plays into that light RTS gameplay I was talking about. I would like it if Players could invest/donate their Supplies towards enhancing their own Faction's abilities, hindering the opposing Faction, and countering the efforts of the opposing Faction. I would like to see this come to life through Military Assets that are essentially regional upgrades (or "Improvements", "Buildings", etc... for that RTS-lingo) for the various regions of the War map. These Military Assets should come in different types that have different benefits for constructing them. But, they should come with a rather large Supply cost to make their construction a true Faction effort. These types of Military Assets should be- Defensive Assets Defensive Military Assets should focus primarily on hindering the opposing Faction that is attacking a region. These assets should do stuff like making the Faction's Strikes cost more Battle Points when attacking certain regions with certain Defensive Assets, reducing their Operational duration, and whatever else seems reasonably possible. An example of such a Defensive asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Advance Air Defense Network - (THIS IS JUST A GENERAL EXAMPLE) Type: Defensive Asset Supply cost: 20,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Reduces enemy Air Support capabilities Increases Battle Point cost for Airstrikes by X. Increases Battle Points cost for Bombing Runs by X. Increases Battle Points cost for Radars by X. Increases Battle Points cost for Jammers by X. Manufacturing Assets Manufacturing Military Assets should focus on assisting the controlling Faction that is defending the region and providing some bonuses to other Military Assets. These assets should do stuff like making Player's strikes cheaper to deploy, adding additional effects to other Military Assets, and whatever else seems reasonably possible. An example of such a Manufacturing asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Mechanized Factory - (THIS IS JUST A GENERAL EXAMPLE) Type: Manufacturing Asset Supply cost: 28,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Increases supply of Mechanized assets. Decreases base cost of AFVs Decreases base cost of MBTs Provides 1 free stock AFV at the start of a match of Warzone in this region. Provides 1 free stock MBT at the start of a match of Warzone in this region. Provides 1 free stock AFV at the start of a match of Breakthrough in this region. Provides 1 free stock MBT at the start of a match of Breakthrough in this region. (Bonus with Mechanized Operations) Provides 1 free stock AFV & MBT at the start of a match of Warzone & Breakthrough in an adjacent region for the controlling Faction. Intelligence Assets Intelligence Military Assets should focus on assisting the controlling Faction by monitoring adjacent regions controlled by the controlling Faction or gaining intelligence of current operations or construction efforts by the opposing faction in their own regions. An example of such a Intelligence asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Surveillance Center - (THIS IS JUST A GENERAL EXAMPLE) Type: Intelligence Asset Supply cost: 18,000 (Just a random number) Limit: 1 per region Effects Matches: None Stacking effects: None Duration: 6 hours Effects: Monitors for hostile activity in nearby regions and in this region. Attempts reaval constructed Military Assets of the opposing Faction in the adjacent regions connected to this one. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Attempts to gauge the rough Militarization makeup of the observed adjacent opposing Faction regions. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Warns of ongoing hostile Operations being carried out in this region and adjacent friendly controlled regions. Updates gathered Intelligence once every hour. Increases success chances of Operations being carried out in this region. Operation Assets Operation Military Assets should focus primarily on disrupting or defeating the efforts of the opposing Faction in the friendly controlled region or adjacent friendly/enemy controlled regions. Operation Assets should be rather cheap to establish, but requires regular expenditure of Supplies to conduct Operations that have a chance of destroying the Military assets of the opposing Faction, countering Operations of the opposing Faction, and whatever else is reasonably possible. An example of such a Operation asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Long-Range Artillery Operations - (THIS IS JUST A GENERAL EXAMPLE) Type: Operations Supply cost: 5,000 (Just a random number) Limit: 1 per region Effects Matches: Varies by target of interest Stacking effects: None Duration: Constant unless destroyed Effects: Attempts to destroy enemy Military Assets in adjacent regions, chances increases or decrease depending on Defensive Military Assets in region. Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert cheap Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 50% (Bonus) Chance of success increased by 25% with Surveillance Center Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert expensive Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 15% (Bonus) Chance of success increased by 25% with Surveillance Center (Insert whatever other Long-Range Artillery Operations after this) Logistics Assets Logistics Military Assets should focus primarily on aiding the controlling Faction in either defending the local region or attacking adjacent ones controlled by the opposing Faction. These assets should focus on reducing the build costs of other Military assets, providing aid to players during matches, and whatever else seems reasonably possible. An example of such a Logistics asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Storage Depot - (THIS IS JUST A GENERAL EXAMPLE) Type: Logistics Supply cost: 10,000 (Just a random number) Limit: 1 per region Effects Matches: All match types & Operations Stacking effects: None Duration: Constant unless destroyed Effects: Stores resources in the local region for use during Operations & Matches Reduces the cost of Long-Range Artillery Operations by X Grants Players 1 additional Primary Weapon & Secondary Weapon ammunition for non-Special weapons during matches. Grants Players 1 additional Grenade during matches. (Insert whatever other benefits after this) As a Faction constructs these Military assets, they will begin to fill up what is called the Militarization Meter. This Militarization Meter is simply a way for players of the controlling Faction to see roughly just how much their Faction has invested in a region at a glance. For the opposing Faction, they should be required to use Intelligence Assets at a chance of revealing such information along with what exactly the opposing Faction has built in the region. This way it isn't exactly the best strategy to just blindly attack a region, better to get some intelligence on them first before attacking that way Players can determine the best course of action. All of this will obviously need to be balanced and that part (as usual with me) I leave to the Developers if they were to go down this path. I'm sure at this point however, you might be wondering; what if the opposing Faction takes over the region when the previous Faction had invested resources into constructing Military assets there? That spins us into section 4... ---- Section 4 - Capturing regions with Military Assets built in them & Faction Chat Now this part I will admit I'm a bit conflicted on. In one sense I think if your Faction takes on a fully militarized region & secures it, that Faction should get all the Military Assets that were previously constructed in it. However, sometimes accidents do happen in war and target locations desired for capture instead of destruction tend to either become damaged or completely destroyed. So, to make a balance of gameplay vs. realism, I would suggest giving a percentage chance of different variables happening when a Faction secures a location. General example- - (THIS IS JUST A GENERAL EXAMPLE) 25% chance of capturing the region completely intact. 50% chance of capturing the region with some damaged Military assets that require supplies to be repaired. 75% chance of capturing the region with a mixture of Military assets being heavily damaged or destroyed. Again that is just a general example, the numbers don't need to be exactly that. There could even possibly be ways for players to influence those chances through some Military Assets if the Developers want to go with that particular path. Overall I think this is the best middle ground approach between gameplay vs. realism and by adding in a chance of improving those numbers through Military Assets, you also give another incentive to players taking part in the meta game to really concern themselves with where they're putting their supplies, and maybe that can result in players within the same Faction to interact/communicate with each other more. Speaking of which...how would these two Factions achieve internal communication with their own members? This is where the Faction Chat kicks in... When players are exploring the War Map of WW3, they should have access to a Faction Chat. This Faction Chat suggestion is exactly as it sounds, it's a dedicated chat channel for players belonging to the same faction . No West Players talking with East Players and visa versa. This allows the members of the two Factions a way to organize teams, organize supply donations for Military assets, and etc. Maybe it won't be used for that, but at the very least the option would be there for them to do it if they so choose. But, to begin wrapping this post up before it gets much longer, I have one last suggestion that Players can spend their Supplies in that isn't another Military Asset in a sense. ---- Section 5 - Requisition Supplies I think there should be a tab for Players to exchange in-game Money & Supplies for temporary benefits during matches. These benefits should not do anything like...increase their health, give them extra body armor, or any "magical" perks that just seem to happen for no reason. No, rather I think what they should have is access to options like... - (THIS IS JUST A GENERAL EXAMPLE) Exchange 1000 Supplies for 500 in-game Money - Have a lot of Supplies and still need to buy stuff? Sell it for in-game Money. Exchange 1000 in-game Money for 500 Supplies - Have a lot of money and nothing to buy? Sell it for Supplies. Extra Primary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Primary Weapon Duration: Lasts 1 hour Extra Secondary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Secondary Weapon Duration: Lasts 1 hour Extra Special Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Rocket or Magazine for their Special class weapons. Duration: Lasts 1 hour Extra Ammunition Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour Extra Medical Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour And overall you get the idea. It just takes the current system and turns it into a meta game market for players to use as they see fit. It also gives players a way to get some use out of their excess Supplies & in-game money as well, rather than just building it up endlessly. With that out of the way however, we bring this post to an end to ensure it doesn't get too much longer. ---- I know this was a rather long post, but I had a lot to cover with it. I'm sure I won't get everyone on board with this suggestion, some players just want to play the game, and think nothing else about it beyond shooting other players in a match & their loadouts. Which is why in my Suggestions to Improve the WW3 Meta Game - War Map I mentioned that I think there should be Meta game dedicated servers. This way players that don't want to take part in the WW3 Meta Game in any shape or form and not have it impact their day to day gameplay can just 100% opt out of it all together. But, for me personally, I want to see the WW3 Meta game be something a little more than just a tact on feature, I want it to be something where taking part in it actually has affects on gameplay depending on the choices that are made. Where players are not trying to outbid each other for different regions on the World map, but actually fighting a digital struggle in this fictional 3rd World War to do it. So, I hope you like the idea I put forward, even if maybe just the general idea of it. If not, well, cannot please everyone. I may do one more suggestion post for the WW3 Meta Game Seasonal Rewards, but at the moment I'm not sure how to improve on that aspect of the meta game. I do have some other ideas knocking around in my head that might be able to be tied into the Meta Game, but first I need to do some more pondering over those before I get around to posting them. So, for the time being, I will say my series of suggestion posts regarding the WW3 Meta Game are completed for the time being. Like any suggestion post I make however; I leave all of this ultimately up to the Developers. If they like the idea and want to run with it. Cool. If they don't like it and rather just not add it. Cool. I just make the suggestion posts, its up to them to do what they see fit with them. Till the next suggestion post however... Have a good one folks! PS: I will add more to this post and update it if I feel I need to. Also if something didn't seem very clear (I was burning my late night oil as usual, means I'm more prone to making mistakes), by all means point it out, and I will see how I can clear things up.
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