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TheArc

New mode suggestion - reinforcement wave(s)

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Since game modes are something people clamor for around here (though whenever they take survey's it isn't as high up as you might expect,) and after reading some of the comments in the thread about Asymmetric Battles, I figured I'd mention a mode concept that is a bit of a spin on something that exists in Mech Warrior Online - the ability to bring a "team" of ships (or in MWO it was mechs.) I don't even recall the exact name mode, but in MWO there were team matches where you could bring up to 4 mechs totally a given weight in tons. When your first mech died you could bring out any other as your second option, etc. Could something similar work in WoWS? I'm not sure on the easiest method of weighing the value of ships and classes, but it could be an interesting option to have a reinforcement wave that comes in later. It could be setup as clan battles type mode or just an additional "team" mode.

I'm not sure if it would work with caps or not - if there were I think the caps would have to be VERY hard to hold - perhaps one single cap small and totally exposed in the middle. Or, one single large cap that is hard to push everyone else out of so that it is always contested. 

There could be an option for no BBs at start, or if you wanted to bring out a BB you have to wait 5 minutes after it starts to join in, perhaps 10 minutes for a CV.  Obviously no one would want to join in a battle that they're automatically going to have to wait 5 or 10 minutes to participate in - so maybe if the match is set for tier 8, then you can only bring a tier (or two, or three... whatever balances,) initially if you want to come in later with a BB or CV. Players could be required to pre-pick their ships, or not - whatever works easiest for WG and/or balances best. 

So, just throwing it out there as something far enough outside the norm of what exists currently. Never seen the idea mentioned, so I figured I'd bring it up. 

Love it, hate it... what are your thoughts? tweaks? objections?

!!Beethoven.thumb.jpg.f800b2becb7be80f01b33402139ed61c.jpg

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7 minutes ago, TheArc said:

 

There could be an option for no BBs at start, or if you wanted to bring out a BB you have to wait 5 minutes after it starts to join in, perhaps 10 minutes for a CV.  

Love it, hate it... what are your thoughts? tweaks? objections?

 

Yeah, Playing a ship that I would have to wait 5 to 10 minutes to play.....Sounds like a bulletproof idea.

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Simple changes to the current game should incorporate new spawn areas maybe in an X formation with half the ships kitty corner to each other which could create some very dynamic gameplay.

Rescue, defense and escort options.

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5 minutes ago, Joyous_Vibes said:

Yeah, Playing a ship that I would have to wait 5 to 10 minutes to play.....Sounds like a bulletproof idea.

I guess you didn't keep reading, they could come in as a lower tier ship at the start if they want to bring in a BB/CV later. 

Just now, Joyous_Vibes said:

Simple changes to the current game should incorporate new spawn areas maybe in an X formation with half the ships kitty corner to each other which could create some very dynamic gameplay. Rescue, defense and escort options.

I don't see how rescue could work well. Defend perhaps, or escort as well - but those all seem a bit tough for WG to pull off already with the scenarios. Are you suggesting that player(s) play as the ships to escort/defend? Or AI?

 

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5 minutes ago, TheArc said:

I guess you didn't keep reading, they could come in as a lower tier ship at the start if they want to bring in a BB/CV later. Just making a suggestion here, anything positive to contribute to improve on it? 

I have suggested many ideas over three years, yet we still have two modes, Standard and Base capping.  

All ideas are good but we have to be honest with each other. Until this game takes the minor step to balance radars and super cruisers per team... I don't think it's remotely possible to add complex game modes to the equation. Sure some players will chose to be bottom tier... but how many players will chose to play tier6 on purpose when they know they will face tier 8 ships. maybe 5%? 

 

I would love massive mismatches, Saturday Night Fights! 12 Atlanta's VS. 5 Yamato's.... Crazy games that could be a lot of fun and don't incorporate WR stats.

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2 minutes ago, Joyous_Vibes said:

All ideas are good but we have to be honest with each other. Until this game takes the minor step to balance radars and super cruisers per team... I don't think it's remotely possible to add complex game modes to the equation. Sure some players will chose to be bottom tier... but how many players will chose to play tier6 on purpose when they know they will face tier 8 ships. maybe 5%? 

To clarify, my suggestion regarding being lower tier was a way for a player to make a sacrifice with their initial ship choice so they could then take a more powerful second ship option. 

I do agree regarding the poor MM balancing of radar & super cruisers as an issue. I think WG is simply being lazy about it, but when one team has 5 radars and the other has zero - it can have a huge imbalancing impact on the match. Terribad players have a big or bigger impact too - but it all does weigh into it.

And about super cruisers, as someone who loves them in the game, but also knows that they don't really fit the cruiser balance and probably should be treated as a distinct class to themselves. I also have shelved my Asashio indefinitely as a result of them, since WG added the two new German ones this week, it is quite common to have even fewer possible targets for her special DWTs than normal. 

2 minutes ago, Joyous_Vibes said:

I would love massive mismatches, Saturday Night Fights! 12 Atlanta's VS. 5 Yamato's.... Crazy games that could be a lot of fun and don't incorporate WR stats.

I don't think I'd be interested in the 12v5 you described, but I'm not wholly opposed to the suggested asymmetrical mode they are going to test. I did also appreciate that the sub mode did not impact W/R stats - that was smart of them to encourage testing. I also liked that there was exp & credit boosts, though too low to attract me, I'm sure that increased the appeal a bit.

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What about more than 2 teams per side?   How about 3 or 4?  (probably suggested many times before)

Would probably require some new maps to support, but that would be very interesting. 

No real way for island hiding HE flameslingers to really conceal themselves.  Reds spawning on multiple sides from the start.

People like to lemmin,,,, this would be a game mode where that may actually be a good tactic.

DDs would be really targeted, and I would think, need to play closer to the main group.

With more ships, there would be more CVs, which for once, would be a good thing.  Maybe a game mode where everyone doesn't hate them.  (can't believe I said that)

I think it could be fun!!  Would really make being in a Division attractive.

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I wouldn't have anyone waiting.

I'd make it so matchmaking would take care of filling reinforcement waves with the usual randoms waiting for a match.

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Hmm lot of potential with this idea... +1

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Cool, I would play that mode.

Maybe I'm not the most objective opinion since I play almost anything, but would be an interesting adition to the game.

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1 hour ago, SeaborneSumo said:

What about more than 2 teams per side?   How about 3 or 4?  (probably suggested many times before)

The problem I have with 3 or 4 teams is the same issue with free for all matches, after the initial thrill of something new wears off, we are left with what is some pretty boring game play. The player or team that camps the best and is able to let the others beat themselves into the ground is able to win. Sure there are always going to be plenty of YOLO/RAMBO types, but the good players will just camp.

1 hour ago, ArIskandir said:

Cool, I would play that mode. Maybe I'm not the most objective opinion since I play almost anything, but would be an interesting adition to the game.

o7

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The most logical asymmetric battle type I can envision for WG to play with would be a base attack scenario where the defenders are fighting with less ships but have the benefit of some AI elements like spotters / fighters in the air until the airfield is destroyed, some land based artillery and of course a key building that serves as the object of the attackers. 

 

Might require some limiting of tier(s) etc but that is what i'm thinking when it comes to asymmetric engagements (AI balancing items).

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2 hours ago, Joyous_Vibes said:

Simple changes to the current game should incorporate new spawn areas maybe in an X formation with half the ships kitty corner to each other which could create some very dynamic gameplay.

Rescue, defense and escort options.

Trap was originally set up that way, the teams were divided like that and it was fun

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4 hours ago, Dath_1 said:

Trap was originally set up that way, the teams were divided like that and it was fun

I must have been before I got here. There is one map that I think is limited to tier 5 and 6 that has that same effects wear team start on far sides from each other.

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IMO the game desperately needs something like this.  I was in CBT, but I stopped playing years ago because the gameplay became so stale.  It's basically World of Tanks with giant land tanks playing around mountains and hiding in forests.  If you choose the wrong direction, you have two choices: turn around, run, and kite the enemy, hoping the rest of your team can win; or rambo into them and throw your ship away, hoping to deal some damage before you die.  Neither option is interesting or fun.  If you choose the right direction, you're competing with your own teammates to see who can do the most damage and get the last hit on ships that are destined to die.  That's also boring.

The window of time in these maximum-20-minute matches in which your decisions can meaningfully affect the outcome of the match is very small.  There's very little opportunity to, e.g. retreat, reposition, flank, attack a different target or objective, etc.  There's very little opportunity to react to the conditions of the battle and exploit the enemy's weaknesses, because the information needed to do so doesn't become available until it's too late to make use of it.  Turning a large ship around takes about 3-5% of the total match time, and moving from one objective to the other takes 20-40% of it.  So you have to roll the dice at the beginning, choosing a direction and hoping it works out.  Every match is like gambling for a supercontainer: disappointing most of the time.

I want maps that are bigger and matches that last longer.  I want individual battles during a match to be sized more like ranked battles, and objectives that are further apart.  I want to be able to narrowly win a battle, regroup with other ships, repair our damage, and choose which objective to fight next and how to approach it, using intel provided by other ships.

That would be so much more interesting.  But I guess that wouldn't fit in the WoT model in which you either YOLO, kite, or peek for about 12 minutes, then pick another ship and repeat.  It's just boring.  :(  And that's a shame, because it's a nice looking game, and the gunplay is reasonably fun, but everything else around it is stale.  And it's been that way for years.

(Which is why I'm hoping subs will make the game more interesting, despite all their potential problems.  The game desperately needs depth, figuratively and literally.)

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23 hours ago, TheArc said:

Since game modes are something people clamor for around here (though whenever they take survey's it isn't as high up as you might expect,) and after reading some of the comments in the thread about Asymmetric Battles, I figured I'd mention a mode concept that is a bit of a spin on something that exists in Mech Warrior Online - the ability to bring a "team" of ships (or in MWO it was mechs.) I don't even recall the exact name mode, but in MWO there were team matches where you could bring up to 4 mechs totally a given weight in tons. When your first mech died you could bring out any other as your second option, etc. Could something similar work in WoWS? I'm not sure on the easiest method of weighing the value of ships and classes, but it could be an interesting option to have a reinforcement wave that comes in later. It could be setup as clan battles type mode or just an additional "team" mode.

I'm not sure if it would work with caps or not - if there were I think the caps would have to be VERY hard to hold - perhaps one single cap small and totally exposed in the middle. Or, one single large cap that is hard to push everyone else out of so that it is always contested. 

There could be an option for no BBs at start, or if you wanted to bring out a BB you have to wait 5 minutes after it starts to join in, perhaps 10 minutes for a CV.  Obviously no one would want to join in a battle that they're automatically going to have to wait 5 or 10 minutes to participate in - so maybe if the match is set for tier 8, then you can only bring a tier (or two, or three... whatever balances,) initially if you want to come in later with a BB or CV. Players could be required to pre-pick their ships, or not - whatever works easiest for WG and/or balances best. 

So, just throwing it out there as something far enough outside the norm of what exists currently. Never seen the idea mentioned, so I figured I'd bring it up. 

Love it, hate it... what are your thoughts? tweaks? objections?

!!Beethoven.thumb.jpg.f800b2becb7be80f01b33402139ed61c.jpg

A fun idea.  It reminded me of the call of duty zombie mode.  You can mix it up with tiers and ship classes, progressively making it harder to protect you "zone" or stay alive.  

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