partytime wrote:I guess I like this idea so much because it gives you something real to fight for. Fighting for yet another planet in GW? Who cares it's very day to day. But fighting for whether or not ZLO's avatar exists or not? It's a real accomplishment if you pull it off.
I definitely agree with you on this point, it adds a really nice tactical element to the game, and if implemented as part of a replacement for auto-recall it ties it nicely to both the tactical and strategic levels. Even if you accept auto-recall as a necessary part of the game, it always felt a bit cheap at the end of a tactical game to know that there was nothing you could do to stop it, no way to get that final kill, this offers a nice tactical level counter to a strategic level mechanic. All of this said, the same thing you cite in your example could be accomplished by simply removing auto-recall entirely or providing a direct counter to it, giving you that same real accomplishment without implementing a new facet in tactical play.
However, having heard your mechanical explanation, most of the points I outlined previously stand, but I like this route of thinking through a replacement to auto-recall (or rather another solution to some of the problems autorecall attempts to solve as well as potentially a few other things that haven't been fully addressed). I think the largest points that would need to be addressed is its uselessness in 1v1s and the exact mechanics of where it sits on the strategic front.
I don't have any fantastic suggestions to offer toward solving these points, but I'll throw out a couple of things I've come up with while thinking this over in the hopes someone can either find a way to address my concerns or propose better alterations (since I think neither of these ideas work fully).
On the 1v1 subject the only thing I've been able to come up with is to make the ACU wreck essentially a structure or non-mobile unit that has a 2-5 minute timer before it auto-recalls itself out, allies could assist it to go faster but it would still be a viable thing in a 1v1 if you can protect it from your opponent long enough to get out; however, I dislike this idea because it means the player in question has control of their units for another 2-5 minutes after death which kills a lot of the strength of sniping an enemy player in much the same way that full share does, albeit a bit less so given the time limit.
On the idea of where it would sit in the strategic game: on one hand I feel it has a clear strategic place as an upgrade to replace auto-recall, but, on the other hand, assuming there are no alternatives available to take the acu slot I'd like auto-recall to fall under, it is something everyone would want to get and there I'm of the opinion lower ranking players need more of this protection than higher ranking ones so just making it the default death state instead of gating it behind a credit wall lower ranks will have trouble getting past regularly has some appeal (would probably make it something you get for ranking up then since there is no reason to save rank 1 avatars and draw out games fighting over their remains). But then, if the aim is to offer those unique situations where you break from the day to day of tactical, making this a thing that happens regularly very much defeats that purpose so maybe it is better to lock this behind a wall that only higher ranked players can get through (or reserving it for faction leaders and their chosen cabinet, which would also make it possible to identify these people through tactical games and inform you when a match you are playing against an otherwise normal opponent may actually be a hugely influential strike against an enemy leader, would also offer some additional protection for these important positions and make it something you earn through helping your team and participating fully in the war rather than some amount of money you saved or some number of battles won, plus the 1v1 issue goes away since this doesn't affect everyone in all of GW then, actually if this doesn't serve as an auto-recall replacement at all and ends up being something aimed solely at creating unique experiences for players I really like this sort of idea a lot), making each time it activates truly be an event in its own right.
The more I think on this; I think the real reason I like this idea in spite of its flaws is that it does have the potential to offer an interesting new tactical change from the norm. Ze_Pilot spoke of incorporating the civilian defense mod into galactic war for what I assume would be much the same purpose, but I think your line of thinking here works better for this purpose because it ties the action to an actual player, someone people can relate to and whose salvation or loss will likely have a larger impact on their faction than some variation on tactical play that helps you hold or take a planet and is something that can create much more interesting spontaneous moments of play that feel less like planned out variation. Of course for this idea to accomplish that it would have to not be done as an across the board replacement for autorecall... Regardless, I hope to see more ideas like it aimed at accomplishing this goal of breaking from the norm of tactical play.