Anti-Snowballing Mechanic: Remove Supply Camps

Anti-Snowballing Mechanic: Remove Supply Camps

in Suggestions

Posted by: titanlectro.5029

titanlectro.5029

I realize that this discussion is mostly pointless. By now, I’m sure that Anet already has a solution for WvW in development. But for the sake of an interesting argument, here is my idea.

1) Remove Supply Camps.
2) All supply would now come from that team’s asura gate.
3) Dolyaks carry supply from the gate to all allied bases.

(This also makes sense from a lore perspective, wouldn’t the supplies come from the same world as the warriors?)

Results

1) It is much harder to build up bases far from your gate. Dominating teams will become over-extended. Conquests will slow and supply chains get longer.

2) It is much easier to build up bases near your gate. It will be relatively easy to fortify and hold bases near home.

3) Wining and losing teams will have the same amount of supply. If the enemy pushes you back to your spawn, you will all your supplies for the zone with which to push back. Once you recapture a base (which will be weaker because it is far from the enemies gate), it will be quick and easy to fortify it.

4) Supply denial will focus on cutting off supply lines. You will not lose an aspect of game play by removing the camps. Instead you will make is necessary to protect the supply line, and make is very attractive to attack it.

5) Winning will have diminishing returns, not a snowball effect What is bad for PvE loot is good for WvW balance.

Gate of Madness | Leader – Phoenix Ascendant [ASH]
Niniyl (Ele) | Barah (Eng) | Luthiyn (War) | Niennya (Thf)
This is my Trahearne’s story

Anti-Snowballing Mechanic: Remove Supply Camps

in Suggestions

Posted by: Pendragon.8735

Pendragon.8735

The camps provide not only additional needed points of interest on the map to spread forces, but also a target for small group, and even solo players.

Without them, you would need at least 5 people to do anything, and likely much more than that, since so many more players would be concentrated at keeps and towers, and not have many reasons to leave them.

Anti-Snowballing Mechanic: Remove Supply Camps

in Suggestions

Posted by: Pendragon.8735

Pendragon.8735

Would also add, protecting yaks is not conducive to large fights like camps can be. Because they are too weak to focus fire. More than 3 players attacking a yak means its certain death almost no matter how many are defending it.

Anti-Snowballing Mechanic: Remove Supply Camps

in Suggestions

Posted by: OCDouglas.5401

OCDouglas.5401

Edit: all the #‘s i have in here are the #’s for the results, not the first 3.

I think #’s 1 and 2 and 4 are kind of already working as intended.

Every server has one camp that they have direct passage into, making it really easy to defend/re-capture, which leads to the base near the camp being easier to get supplies to.

For the same reason, the bases near the enemies easy to defend camp, are harder to take.

Supply denial and cutting off supply routes are already very important, and people already do this, as far as I’ve seen. This doesn’t have anything to do with the camps. The supplies still need to move from point A to point B, making the supply route the easiest point to target.

For #3, this is purely my opinion, but I don’t think the losing team should have the same amount of supplies as the winning team. Though I don’t think having 0 camps should mean 0 supplies, I also think having 5 camps should mean having more supplies than the opponent, who has 0.

#5. Agree completely. The hard part is getting it done.

(edited by OCDouglas.5401)