View Full Version : Game Feature Supply Routes & Reinforcements
Stokertje
08-25-2011, 11:20 AM
Subject
Reinforcements through Supply Routes
Description
Let players set up supply routes by establishing outposts near neutral or allied border checkpoints. Once constructed, an outpost provides a virtual link to allied forces. This link allows you to call for reinforcements or send out $$(tiberium) convoys.
How does it work?
Basically reinforcements are funded by your allies up to a maximum (e.g. $10.000). For each reinforcement you call in, your balance decreases. The other way around you can send out tiberium convoys (or harvesters) to that allie to raise your current balance. It's not like giving away money, but an investment. Because depending on your balance you can call for certain types of reinforcements, see picture below. The more you invest in your allie, the better the reinforcements are you can call in. This way you might even obtain special units.
http://img16.imageshack.us/img16/3241/reinforcements.png
So you can either have a limited amount of reinforcements, or invest in your allies off-the-map to obtain better reinforcements.
One-liner Scenario's
- Time a 'black hand elite'-reinforcement in with an early push.
- Take out your opponents convoy on it's way from the outpost to his base.
- Call in a new MCV after you lost both your War Factory and MCV.
- Call in reinforcements to help defend a tank push.
Positive Effect:
- Backup is always nice to have
- Additional way to 'train' units or gather resource up to a limit
- Additional supply routes over water, railway and air
- Outsource your tech
- Adds strategic locations
- Harass convoys
- Realism
Negative Effect:
- In some maps border checkpoints don't fit in
- Reinforcement mechanic questionable (maybe just stick with funds)
- Negative surprises. You can't see big reinforcements coming in.
Epic Media:
http://www.youtube.com/watch?v=l04TDi3IiWE
A51UK
08-25-2011, 07:49 PM
This is a real good idea. A nice add-on to the game.
=LEVIATHEN=
08-25-2011, 08:27 PM
I would like to see this,but only if it's a special building.
It sounds like you'd be taking away Tiberium harvesting in doing this,so I wouldn't want that part in there.But if it's only a spare form of resource collecting,then I like the idea even better.That would allow for Tib harvesting AND Tib convoys.
Plrsvek
08-25-2011, 08:33 PM
Sounds like a great idea. Maybe this should be an option, like the option if you want crates to randomly spawn on the map
Stokertje
08-25-2011, 10:26 PM
I would like to see this,but only if it's a special building.
A special building you can build yourself yes. Every faction should have it's own special outpost.
It sounds like you'd be taking away Tiberium harvesting in doing this,so I wouldn't want that part in there.But if it's only a spare form of resource collecting,then I like the idea even better.That would allow for Tib harvesting AND Tib convoys.
It is a very limited form of resource collecting. Your allies fund your reinforcements only up to a set amount, say $10.000. So if you call in a small tank force worth $6.000, it leaves you only $4.000 to spend. The $10.000 is the max depth I'm talking about in my OP.
The other way around you can send convoys to your virtual allies. It's not 'giving' it away to virtual allies, but more of investing it so later they can send you better reinforcements, like heavy high-tier units. This is what my picture is showing: Call reinforcements -> decreases balance. Send convoys -> increases balance. Depending on balance you can call in certain reinforcements.
Seems like my OP needs some editing to explain this :p
Golan2781
08-25-2011, 10:29 PM
So you basically pay for reinforcement in advance?
GeneralSGJist
08-25-2011, 10:45 PM
Sounds like it.....
.
The issue there is u would only be able to call for them if your base is in good condition.
It seems as soon as your in a battle of have ur base attacked this mechanic may be to slow to actually assist you efficiently.
please do develop this more.
Stokertje
08-25-2011, 10:51 PM
So you basically pay for reinforcement in advance?
That would be what I call investing in your allied force across that border. Great way to do with spare funds.
Stokertje
08-25-2011, 11:11 PM
Sounds like it.....
.
The issue there is u would only be able to call for them if your base is in good condition.
It seems as soon as your in a battle of have ur base attacked this mechanic may be to slow to actually assist you efficiently.
please do develop this more.
True, this focuses purely on ground reinforcements which need some time to arrive. See it as a kind of production facility at the border where you train units. You can include air or drop-pod reinforcements if you like.
=LEVIATHEN=
08-25-2011, 11:26 PM
It is a very limited form of resource collecting. Your allies fund your reinforcements only up to a set amount, say $10.000. So if you call in a small tank force worth $6.000, it leaves you only $4.000 to spend. The $10.000 is the max depth I'm talking about in my OP.
The other way around you can send convoys to your virtual allies. It's not 'giving' it away to virtual allies, but more of investing it so later they can send you better reinforcements, like heavy high-tier units. This is what my picture is showing: Call reinforcements -> decreases balance. Send convoys -> increases balance. Depending on balance you can call in certain reinforcements.
Seems like my OP needs some editing to explain this :p
I see.So you can either have a limited amount of reinforcements,or invest in your allies (off-the-map,I'm assuming) and get more?
MILINTarctrooper
08-26-2011, 02:39 AM
It is an interesting idea...but let me throw a nasty curveball. I have played MOW Men of War...and found the system that have in there is not bad, but it is almost annoying because without reinforcements games...usually devolve into a German faction waiting for the King Tiger tank and JadgTiger tank destroyer to become available and then its nearly impossible to fight your opponent! On some maps like Tram Depot that is almost 100% victory for a German faction player. With reinforcements is one way to balance it out, but it forces players either to be excessively defensive, or highly invested in cheap units. And what happens is whoever gets the heaviest units wins. Some of the vehicles are not available until about...oh 20:00 minutes into the game. Some are faster and slower, but the same problem arises every time. Its very hard to balance that kind of system even in RTT games, much less RTS.
RTS games are always going to have tech tier based checks on gameplay.
RTT games are going to have some sort of time/points/population checks on gameplay.
It is an interesting idea...but MOW had problems because it tied the system also to a nasty FPS control capacity for the units. So if one player started killing off more enemy units due to disportionate armor, accuracy, and range stats...his points would begin to climb ridiculously out of control.
I would say the better idea would be revamping the 10 tier tech tree of old school CnC...no simple 1-2-3 tech trees from new CnC, and revamped resource collecting systems with actual resources that you have to find on the map.
Stokertje
08-27-2011, 10:52 PM
I see.So you can either have a limited amount of reinforcements,or invest in your allies (off-the-map,I'm assuming) and get more?
Exactly. I updated my OP. Now it should be easier to understand.
Stokertje
08-27-2011, 10:59 PM
It is an interesting idea...but let me throw a nasty curveball. I have played MOW Men of War...and found the system that have in there is not bad, but it is almost annoying because without reinforcements games...usually devolve into a German faction waiting for the King Tiger tank and JadgTiger tank destroyer to become available and then its nearly impossible to fight your opponent! On some maps like Tram Depot that is almost 100% victory for a German faction player. With reinforcements is one way to balance it out, but it forces players either to be excessively defensive, or highly invested in cheap units. And what happens is whoever gets the heaviest units wins. Some of the vehicles are not available until about...oh 20:00 minutes into the game. Some are faster and slower, but the same problem arises every time. Its very hard to balance that kind of system even in RTT games, much less RTS.
RTS games are always going to have tech tier based checks on gameplay.
RTT games are going to have some sort of time/points/population checks on gameplay.
It is an interesting idea...but MOW had problems because it tied the system also to a nasty FPS control capacity for the units. So if one player started killing off more enemy units due to disportionate armor, accuracy, and range stats...his points would begin to climb ridiculously out of control.
I would say the better idea would be revamping the 10 tier tech tree of old school CnC...no simple 1-2-3 tech trees from new CnC, and revamped resource collecting systems with actual resources that you have to find on the map.
I don't know Men of War, but it seems like it's having some balancing issues. I think the kind of reinforcements I discuss could fit in a modern RTS. I'm not going into detail of balancing the thing out.
AdmiralQ
08-29-2011, 09:39 PM
for the tiberium universe they could bring back tiberium veins and that could be the resource traded
wombat789
08-30-2011, 12:45 PM
I like this idea . Would suit Global Conquest mode of play very well . From base to strike force . But maybe a crawler rather than MCV for unit deployment and support power facilitation .
Scorpiain91
08-30-2011, 02:08 PM
Nice idea and well thought out - but I dont think it fits in with the C&C tiberium world - (except C&C4 where it would fit)
Its much more a generals esque theme - and if Victory Games are making Generals 2 or some such game this would be a very interesting feature to have added. For turtle players its absolutely great ... rush players not so much. I feel it would need extra large maps though, and no set "border points" (randomly changing location each time you play would be nice) else you will have experienced online players rushing to these spots and forcing new players out of the games community which is never good.
Also how would the Ai respond to them? Will it be governed by the same rules as us? Or will it magically pull Tier 3 out in the first 3 minutes of the game :P
So would have some hard balance issues to meet - but it would add a lovely level of strategy and I think would add the depth to "generals" (continuing in the vein that this is what is being made...) that is needed for a modern realistic RTS
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