My observation is that right now, PS2, at least at small bases, is a game of sieges where the defenders respawn spam and the attackers either camp, or bring overwhelming force. Large base fights are only different due to the presence of SCUs that can be taken out through good tactics.
I think the game should be nudged a little more in the direction of killing concentrations of enemy forces, instead of head to head sunderer vs fixed spawn room respawn fights for KDR. The need to get away from that is the point of the thread, the idea that follows is but one idea:
I would say one way to do this is to make it so that when a minor outpost has no adjacent territory(and therefore, no perceived connection to external resources), it should have a spawn timer penalty. This penalty should apply to Sunderers deployed within the hex by the hex owner faction. So, if for example, NC has the Crown on Jaeger-son, as we usually do, if we just sit there camping for KDR not caring whether we hold adjacent territory, then what will happen is that from both sunderers and the spawn room at the Crown we will have a doubled or perhaps even tripled respawn timer. This will allow the attackers to systematically surround the Crown (or any other minor outpost) then flush out the defenders with the respawn timer advantage.
I know that such a thing would cheese off the people who only want to camp for KDR in long siege-fights, but what is the point of a big game world if it focuses the fights in 20% of a single continent?
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