Posting this here since it's more fitting:
Originally Posted by Lucidius
Agreed, although I thought of a different system that could also augment that idea. Instead of resource increases I was thinking...what if vehicles received % decreases or increases based on where they are pulled?
Pulling ground vehicles at a base that is touching an enemy link: % increase to resource costs and or cooldown timer or if we keep the new resource costs, keep them at default cost.
Pulling ground vehicles at a base you do not own: bigger % to resource cost. (infil with squad beacon hacking a terminal and spawning an armor column behind the enemy at no penalty). Still do-able but the resource implications affect the overall length your ground forces can roll around in armor.
Pulling ground vehicles gets progressively cheaper the further away from the front lines you pull it to a certain amount. (Pull 1 tank per soldier at the base in a last ditch or they can pull 1 now and 1 later by spawning further back)
Pulling ground vehicles from the warpgates should be the cheapest. This way the faction isn't ENTIRELY screwed over by resource costs and can form up and push all together to gain more ground. If they fail this push then the siege mechanic still works. Outfits meeting up to form an armor convoy would benefit from this even if they are driving half of the map to their destination.
Could use this with the old numbers or the new numbers. Basically, if armor wants to reinforce a point they should fall back a link and drive back. Emergency pulling armor from a contested base is still possible but as a last ditch effort and not the optimal option. This might affect pub/zerg mentality as well as organized outfit mentality.
You would be trading reliability (units being able to pull armor more frequently) for effect (units spawning closer up or behind enemy lines). The candle that burns twice as bright lasts half as long.
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