Commander wreckage

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Commander wreckage

Postby CopyyyCattt » 04 Jul 2013, 07:36

I want to raise the idea of having a commander wreckage.
The reason that I think it would be a good idea to have a commander wreckage is to reward more aggressive play, both in FFA and team games.

First of all A commander wreckage would of course not effect 1v1s at all.
Before someone comments on "it's a nuclear explosion how can he have a wreckage" plz dont, realism has nothing to do with this, it is a matter of gameplay and how it would change if the commander did have a wreckage.

I have a lot of experience playing TA and TA Spring and I have seen what happens when The commander leaves a wreckage and when the commander does not, I did not just think about it 5 minutes ago and decided to make a post about it.

Imagine an FFA game.ATM if you decide to be aggressive early on and even manage to defeat one of the players You will probably lose a huge portion of your army and of course the resources spent on making your army.
What do you get in return? a few metal spots.
By the time you finish up, in most cases you will be very far behind those that just sat and teched up.
Having your enemy commander drop a wreckage after it's explosion and you picking up the mass from it would allow this aggressive play since if you manage to defeat an opponent you can quickly catch up with the techers. How fast? depends of course on the amount of mass the wreckage would leave.

In team games IT would be the same.There would be an incentive to make some early organized pushes and get a commander blown up to than come up and suck it's mass.

I am not suggesting this be added in the nearest patch I am suggesting this to be tested by the balance team and whoever else wants to.
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Re: Commander wreckage

Postby Nombringer » 04 Jul 2013, 09:20

It wouldn't encourage more aggressive play, it would just make using the ACU more risky if there was a lot of mass to be claimed.

If it was just as much as say a brick.... Wouldn't really change the game much but might be kinda cool.
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Re: Commander wreckage

Postby Plasma_Wolf » 04 Jul 2013, 09:50

In an FFA, you get to reclaim the entire enemy base after you've blown up the enemy commander

ATM if you decide to be aggressive early on


It's your decision to determine if wasting 40 t1 tanks on an enemy commander is a good idea or not. With or without wreckage, you're going to be the most dangerous enemy for the other players. If there's a bit of mass from the ACU, it won't help you much. If there's a lot mass from the ACU, your enemies are going for it, if you then fail to get to the wreckage (which is quite likely), you're going to be in much more trouble. I'd say that ACU wreckage makes the decision even harder.

Before someone comments on "it's a nuclear explosion how can he have a wreckage" plz dont

Please do, we are playing an sf game, so there are a lot of issues with realism, but a nuclear explosion that leaves a batch of resources at its centre?
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Re: Commander wreckage

Postby FireMessiah » 04 Jul 2013, 10:01

CopyyyCattt wrote:First of all A commander wreckage would of course not effect 1v1s at all.

your right, it wont. because once an ACU explodes in a 1v1, the game is won :lol:

Plasma_Wolf wrote:
Before someone comments on "it's a nuclear explosion how can he have a wreckage" plz dont

Please do, we are playing an sf game, so there are a lot of issues with realism, but a nuclear explosion that leaves a batch of resources at its centre?

If its close to the blast, nothing would survive the 10,000 degree heat and thermal flash.
Tho, maybe the ACU can suddenly deploy a half-meter thick Lead "umbrella" at the point of impact ;)

Sorry, couldnt help myself :roll:
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Re: Commander wreckage

Postby ZLO_RD » 04 Jul 2013, 10:12

FFA or not FFA, almost any time you kill acu you loose shitloads of units. In any kind of game with more then 2 players it is very frustrating. I think wreck will be good idea, to have little reward for killing acu.

we saw acu wrecks in capmpaing before, so "nukes should not leave wrecks" arguments are not very strong, also ACU nuke is silly 2500 damage, and somehow it can't even kill t1 mass extractor (saw that kind of bug in many games...)
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Re: Commander wreckage

Postby FireMessiah » 04 Jul 2013, 10:21

ZLO_RD wrote:we saw acu wrecks in capmpaing before, so "nukes should not leave wrecks" arguments are not very strong, also ACU nuke is silly 2500 damage, and somehow it can't even kill t1 mass extractor (saw that kind of bug in many games...)

answered your own question, it was a BUG, hardly defining reality there.

I once saw the face of Jesus on a piece of toast, that means its entirely accurate and possible hes out there, right?

Its a matter of simple physics and sorry I think something that is "believeable" is important.
Ze_PilOt wrote:I know we live in a era when everything is done considering that the user is a total moron or retarded.
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Re: Commander wreckage

Postby ZLO_RD » 04 Jul 2013, 11:13

FireMessiah wrote:
ZLO_RD wrote:we saw acu wrecks in capmpaing before, so "nukes should not leave wrecks" arguments are not very strong, also ACU nuke is silly 2500 damage, and somehow it can't even kill t1 mass extractor (saw that kind of bug in many games...)

answered your own question, it was a BUG, hardly defining reality there.

I once saw the face of Jesus on a piece of toast, that means its entirely accurate and possible hes out there, right?

Its a matter of simple physics and sorry I think something that is "believeable" is important.


The bug was that even mexes are not getting destroed by acu explosion, Commander wreck existed in campaing just to create another alternative goals...

i think acu wreck can be 500-1000 mass...
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Re: Commander wreckage

Postby Plasma_Wolf » 04 Jul 2013, 12:47

ZLO_RD wrote:we saw acu wrecks in capmpaing before


Which I found absolutely ridiculous.

Anyway,if you let it have wreckage, the only way to keep it balanced is by letting the reward of killing the ACU be equal to the risk of the sacrifice of your units. However, if the reward increases, the risk of failing to reclaim also goes up, as well as the consequences of failing to do so.

I think that the line between "I don't want to lose my units in an ACU blast" ans "I don't want to kill that ACU because what if my enemy steals it next" is very thin, if it even exists
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Re: Commander wreckage

Postby Mad`Mozart » 04 Jul 2013, 13:34

Lol, this guy is still going with crazy ideas how to make supcom more TA alike...

Not trying to judge any of those here, but its ridiculous how many suggestions he came up with recently, saw him often talking about TA vs supcom stuff in FAF and now these 2 threads. Meh... trying too hard IMO.
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Re: Commander wreckage

Postby Mycen » 04 Jul 2013, 19:05

Plasma_Wolf wrote:In an FFA, you get to reclaim the entire enemy base after you've blown up the enemy commander


This.

I mean seriously, is getting the entire enemy base and remainder of their army not enough resources already? Players need even more resources as a reward? Sounds completely pointless to me.

Also, one of the great things about using SCUs is that they don't donate mass to the enemy when they're destroyed. Why would we change this?


CopyyyCattt wrote:Before someone comments on "it's a nuclear explosion how can he have a wreckage" plz dont, realism has nothing to do with this, it is a matter of gameplay and how it would change if the commander did have a wreckage.


Arguments like this are almost always a sign that a person is trying to cover for an obviously bad idea. Yes, it doesn't have to be realistic, but it has to feel realistic. Or did you like SupCom 2's look and feel?
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