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[ORVR BOs] Let's stop the hot potato

Posted: Thu Feb 04, 2021 8:24 pm
by sighy
Hello, this is a topic that has lately come up in a few different threads again so thought it may be worth giving it one of it's own and it's a problem regarding the broad zone design, which affects both sides depending on the time of day so let's get to it. Referring to Battle Objectives not Black Orcs.


Problems:
-Struggling small scale scene
-Majority of ORvR zones having a clear line between warcamps, which is where majority of the activity occurs, until it's time to siege(then everyone is in one spot). Making the whole experience stale and predictable
-Little relevance to holding onto BOs resulting in a wierd hot potato scenario, where you could have multiple opposing players/small groups that don't even meet each other.
-Broken and boring T1, where one side is permanently pushed into their warcamp by a zerg, where they gain nothing from it thus deterring new players


Causes:
-Current supply design, which puts emphasis on selfish feast or famine mentality, which incentivises toxic behavior and faction infighting.
-BOs being worthless once your party gets x boxes
-BOs with major diminishing returns once there are like 3+ people(not including people currently running a box)
-Impossible to hand in a box, when your realm is on the defensive in T1, because you have to walk past the zerg, which has no real incentive to spread out


Propositions:
-Return the supplies to their tick iteration(which includes minor contribution in the tics and keeps the current %increase for holding more BOs)
-Add penalities, for when enemy realm holds more BOs than your realm, reasoning that all armies need infrastructure to support them and in reality many battles have been decided by just 1 strategic position.
--less by 1 would be a minor inconvenience(slightly reduced ability to fight through damage/healing debuff)
--less by 2 quite inconvenient(reduced rr gains and doubling the previous penality)
--less by 3 really unfortunate spot to be(door and lord take 50% less damage, on top of doubling previous)
--less by 4 all is lost you are bad and should feel bad(No morale gains, no ammo for siege engines, enemy door/lord is literally invincible, rams can't spawn and automatically take attrition additionally players in keep take starving debuff, where after 10 minutes they deal incremental damage(1 stack per 5 seconds stacking infinitely) to everyone around them, in 5 feet, on top of doubling all previous)
-When allied keep is 3 stars spawn bombs, at BOs which damage enemy door upon being taken there or deal aoe damage to enemies on use


Benefits:
-Forcing the zerg to split up and play for strategic objectives rather than the shortest route to enemy spawn
-People are rewarded for playing the zone strategically, even if they can't contest a huge warband
-Giving people incentive to contribute in other ways than squatting in front of a keep doing nothing
-Potentially theoretically improved performance, because the boxes historically did tank it significantly upon release
-Majority of this either already was or is implemented one way or another so it shouldn't be too much work(at least compared to mapwide terrain reworks some others have proposed)

Re: [ORVR BOs] Let's stop the hot potato

Posted: Fri Feb 05, 2021 4:58 am
by Bloodmasked
Box running is a horrible mechanic, keep the PVE out of my RVR plox

Re: [ORVR BOs] Let's stop the hot potato

Posted: Sun Feb 07, 2021 8:21 am
by sighy
Bloodmasked wrote: Fri Feb 05, 2021 4:58 am Box running is a horrible mechanic, keep the PVE out of my RVR plox
I agree, that is why i proposed that it should be removed, in favor of a system which puts insentive on fighting over objectives.

Re: [ORVR BOs] Let's stop the hot potato

Posted: Sun Feb 07, 2021 10:36 am
by anarchypark
This made me come up with new idea!
how about global box.
not realm specific.

you can steal it from undefended BO.
so enemy have to defend it.
or
you can also ambush supply caravans.
steal their resources. better skirmishers win supply war.
more reason to attack/defend BO, skirmish supply line.

let the enemies spawn supply so you can steal it.
that's what invaders, villans do.
and good guys bring justice to them.
or all villans retaliating each other.

dropped supply could be used as trap.
combat marks on map also could be supply spot.

it's resource/energy war concept.