19 NCC1701PS Members 71 posts 5,772 battles Report post #1 Posted August 23, 2017 What if there was a new battle mode where the battle didn't end in 20 minutes, but instead lasted, say 2 hours and would be similar to the clash of the elements event. My idea of this mode includes Multiple maps simultaneously 50+ players per "task force" on a large map (100+ km x 100+km) While players can still "die" if their ship sinks, add a fuel/magazine element When a player expends their ammunition/fuel reserves, they must return to a supply vessel/base to replenish their ammunition and fuel. At the same time, the ships could also regain HP as repair parties tend to battle damage. The fleet/base element makes it critical for players to work together and communicate, as once you lose your base/tenders, you can no longer resupply Resupply vessels move around near the fleet, but not too close To make this mode more realistic, if too many ships are lost, a smaller reinforcement fleet (with a small number of resupply vessels) can join the battle, but there would be a limited number of reinforcement fleets and a 7+ minute cool down before another can arrive. once a player has died, they can spectate, but may not enter another battle of this mode until the entire battle ended. To add a reward element, if the player distinguished themselves, they could be allowed access to the team chat to act as a "flag officer" of sorts and help direct allied movements. The victor is decided when one "task force" has insufficient support vessels/bases to repair and replenish their combat vessels In the event where both "task forces" are still operational after 2 hours (or whatever the time limit is), the victor would be determined by value of the ships that participated as follows (idea taken from destruction value of vessels in current game modes) Destroyer - 250 total possible points Cruiser - 300 total possible points Battleship - 375 total possible points Aircraft Carrier - 400 total possible points Supply vessel - 200 total possible points Damage to a ship reduces its value, as for every percent of HP a ship loses, its looses that percentage of its total points. Example 1: a battleship has 54% of its HP left, it contributes 203 points (375*0.54) to its task force. Example 2: a cruiser got destroyed in battle contributes 0 points (300*0.00) to its task force The idea of this mode would be to put players in a more realistic situation, where winning isn't a matter of the one person who can "carry" a team to victory by capping points or killing the most ships, but a balance of striking damage to the enemy's ability to maintain their ships and defending your own fleet's critical ships. This balance has to be determined by the team, as in real life, there is no omnipotent being deciding ship placements. COMMUNICATION is key. This is just my idea for a more realistic mode, feel free to add ideas/tell me it is stupid. 2 Share this post Link to post Share on other sites
2,848 Wulfgarn Members 5,597 posts 7,121 battles Report post #2 Posted August 23, 2017 I like this idea. The basic premise works well for me. Even if peeps don't like some of your ideas, I think little tweaks could be done quite easily. Overall, I would like to see this tested. Share this post Link to post Share on other sites
421 [ICOP] Ronin_ICOP Members 1,057 posts 26,246 battles Report post #3 Posted August 23, 2017 While I like aspects of your idea, I think two hours is far too long for most players to commit to. I would not be unhappy to be proven wrong, but I just can't see many players saying, "Yeah... I can put life on hold for a solid two hours." I particularly like the teamwork aspect, as that is, in my opinion, sorely lacking from most random matches. Another way teamwork might be achieved might be to lay out a strategic map with battle lines drawn, then have games played along Axis/Allies lines, with MM pairing up teams accordingly. Each side would have a certain amount of the map hexes turned their color at the start, with a wide area between sides where battles would be played. Just like we could all check the "Fire and Ice" page to see how each side was doing, we could check a map to see how our side is doing. Could click that Battle Mode, the map appearing on screen, then click enemy or friendly territory where your battle would count. So many wins by one side (using the current 20 minute maximum for a game) in a particular map hex and that hex becomes theirs, the color of their side visible on the strategic map, increasing the hex count on that side. Each hex could even have a count of how many points each side has. See a hex with "Axis 4" and it takes only one more Axis win there to flip the hex to them? Click that hex to defend it. Any version of this might work. The details don't really matter. I suppose I was just thinking of what might be the most simple to implement on a wide scale. (Though there are probably lots of better ways.) This sort of thing could run for a set number of days or weeks, the winner the team with the most map hexes flipped. The Elemental battles divided us up into two sides and was fun. So it seems that we could do something similar with Axis/Allies delineation each game within the MM for game this new game mode. Just spit-balling. I like where you are going with this sort of idea, brother. +1 to you for bringing it up for conversation. Respects, Am 1 Share this post Link to post Share on other sites
2,562 [SYN] Kapitan_Wuff Members 8,292 posts 14,496 battles Report post #4 Posted August 23, 2017 I think AFKs could be a issue. Committing two solid hours to a game without pauses can be hard for a lot of people. Share this post Link to post Share on other sites
19 NCC1701PS Members 71 posts 5,772 battles Report post #5 Posted September 6, 2017 On 8/22/2017 at 10:30 PM, Amracil said: While I like aspects of your idea, I think two hours is far too long for most players to commit to. I would not be unhappy to be proven wrong, but I just can't see many players saying, "Yeah... I can put life on hold for a solid two hours." I particularly like the teamwork aspect, as that is, in my opinion, sorely lacking from most random matches. Another way teamwork might be achieved might be to lay out a strategic map with battle lines drawn, then have games played along Axis/Allies lines, with MM pairing up teams accordingly. Each side would have a certain amount of the map hexes turned their color at the start, with a wide area between sides where battles would be played. Just like we could all check the "Fire and Ice" page to see how each side was doing, we could check a map to see how our side is doing. Could click that Battle Mode, the map appearing on screen, then click enemy or friendly territory where your battle would count. So many wins by one side (using the current 20 minute maximum for a game) in a particular map hex and that hex becomes theirs, the color of their side visible on the strategic map, increasing the hex count on that side. Each hex could even have a count of how many points each side has. See a hex with "Axis 4" and it takes only one more Axis win there to flip the hex to them? Click that hex to defend it. Any version of this might work. The details don't really matter. I suppose I was just thinking of what might be the most simple to implement on a wide scale. (Though there are probably lots of better ways.) This sort of thing could run for a set number of days or weeks, the winner the team with the most map hexes flipped. The Elemental battles divided us up into two sides and was fun. So it seems that we could do something similar with Axis/Allies delineation each game within the MM for game this new game mode. Just spit-balling. I like where you are going with this sort of idea, brother. +1 to you for bringing it up for conversation. Respects, Am Sorry it took so long for me to get back to you, I was on vacation. About the time commitment thing: I was thinking the battle as a whole lasts 2 hours, but each player only participates until they die or wish to leave the battle, and the battle just moves on. the only difference in this case to normal battles would be they would get notified of if their team won later, likely after they have left the battle or even the game for the day. I also like your idea of contesting zones, I just hope if any of this is implemented, the points for holding zones is de-inflated from where it is now. Share this post Link to post Share on other sites
19 NCC1701PS Members 71 posts 5,772 battles Report post #6 Posted September 6, 2017 On 8/22/2017 at 10:36 PM, Kapitan_Wuff said: I think AFKs could be a issue. Committing two solid hours to a game without pauses can be hard for a lot of people. See my reply to Amracil Share this post Link to post Share on other sites
2,562 [SYN] Kapitan_Wuff Members 8,292 posts 14,496 battles Report post #7 Posted September 6, 2017 6 minutes ago, NCC1701PS said: Sorry it took so long for me to get back to you, I was on vacation. About the time commitment thing: I was thinking the battle as a whole lasts 2 hours, but each player only participates until they die or wish to leave the battle, and the battle just moves on. the only difference in this case to normal battles would be they would get notified of if their team won later, likely after they have left the battle or even the game for the day. So players would play there ship until they sink? And other players would drop-in on battles already in progress? Seems bots would have to populate the game to take over for players or operate a ship until a player decides to take over. Share this post Link to post Share on other sites
19 NCC1701PS Members 71 posts 5,772 battles Report post #8 Posted September 6, 2017 5 minutes ago, Kapitan_Wuff said: So players would play there ship until they sink? And other players would drop-in on battles already in progress? Seems bots would have to populate the game to take over for players or operate a ship until a player decides to take over. I was kind of hoping there would be a queue like normal battles where people would wait for a slot, but yes, people would drop into battles in progress to replace players who die or leave Share this post Link to post Share on other sites