Supply Cart Idea!

Supply Cart Idea!

in Suggestions

Posted by: Deathdealers.2108

Deathdealers.2108

Add a siege called: “Supply Cart.”

This siege would give users the ability to load it up with supply, up to 50 supply. This supply must be deposited by friendly players manually. However, in reverse, it can be withdrawn by friendly players. The Supply Cart can only be moved by its owner and builder.

It would cost 25 Supply to build. Superior would cost 50 Supply to build, but it can hold up to 75 Supply.

The supply cart would move in speed directly based off of its owner’s speed. The only time that a supply cart would disappear is when it is destroyed by an enemy or when you leave the borderlands/battleground zone.

Also, after 10min of inactivity (not being dragged around), the Supply Cart would no longer be claimed by its owner, and can be claimed by another person. 50min after not being claimed by another person, it will self-destruct and the supply inside of it will be lost forever!

This Supply Cart could be VERY useful for many applications, such as:

  • When a zerg intends to attack a keep, has only 10 people, and can only carry 100 supply, but may need a bit more to build the extra Rams or Catapults on inner.
  • When a solo person is rebuilding a cannon, oil, mortar, or repairing a gate / wall, it can be useful to load it up at the camp, drag it to the keep, and then repair on the spot.

Give support, feedback, etc.! Make this possible please! +1’s are greatly appreciated!!!

I love Dragons!!! :D

[Quote]Life may not be fair, but at least we can make games fair.[/QUOTE]

(edited by Deathdealers.2108)

Supply Cart Idea!

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Posted by: Bauer.4710

Bauer.4710

I think your idea is good but I would change it so that when the cart self destructs it returns the supply in it to where it came from. Otherwise if you made the cart self destruct and not return the supply people will troll so much . Not to mention this will be a favorite troll thing now because they will build it and let it blow up without putting any supply in it.

Supply Cart Idea!

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Posted by: Deathdealers.2108

Deathdealers.2108

OK. So, I edited that part to compensate for possible trolling. I set it so that after 10min of inactivity, the Supply Cart would then be rendered into a neutral state, where another person can claim the Supply Cart for themselves. But after 50min since the neutral state, it will self-destruct (following the same timer of self-destruct as the other siege).

I love Dragons!!! :D

[Quote]Life may not be fair, but at least we can make games fair.[/QUOTE]

Supply Cart Idea!

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Posted by: Seras.5702

Seras.5702

By neutral state, does that mean up for grabs to literally anyone? No matter the realm?

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Supply Cart Idea!

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

Well-written and well-thought out suggestion. Overall, though, I don’t personally care for it. I appreciate where it’s coming from and understand the frustration that comes with inefficient supply management on the part of other players.

However, that’s part of the rock-paper-scissors nature of WvWvW. Small outnumbered party defending an objective with a zerg at their door? They can level the playing field with supply traps, treb mastery level 2, timing the destruction of enemy siege build sites to eat up supply, capping supply camps behind the enemy line, etc.

If this suggestion were implemented, it gives a disproportionate advantage to the zergs and diminishes the counter-play available to the small party. Currently, players have to think carefully about where their supply is coming from during an extended siege of a well-defended tower or keep. With supply carts, that layer of planning and strategizing is not entirely eliminated (you would still have to build, load, transport, and protect your supply cart), but certainly made easier. The last thing WvWvW needs is for anything to be made easier for zergs.

Assuming supply carts made it into the game, then I’d like to see the following limitations added to them to allow for viable counters:

1) Supply carts are destructible. Just like any other type of siege blueprint, they can be destroyed by offensive siege, player weapon/utility skills, and NPCs/mobs. Their hit points should be equal to an arrow cart or perhaps a bit less. On destruction, all remaining supply in the cart is lost.

2) The cart will take damage and/or lose some supply if pushed off a cliff. It may even be the case that the cart will lose some supply with any damage taken, regardless of source; 1 supply lost per unique hit per second, for example.

3) Anyone can take supply from a supply cart; friend OR foe. A thief, for example, could stealth, sneak up to a cart, and remove supply from an enemy’s cart (normal supply pick-up delay would still apply here). A zerg gets overrun and the victors – rather than immediately destroying the cart – are able to resupply from it.

This introduces some risk in exchange for the reward; fail to defend your supply cart and it could wind up in the enemy’s hands. However, an opposing server can not take control of a supply cart built by an enemy; they can only remove supply from it and/or destroy it.

4) Supply carts can not be wheeled into the invulnerable zones of the map. Doing so will either force the player pushing the cart to drop it just outside the zone or the cart will self-destruct on entering such an area (along with all its supply).

5) Supply traps triggered near a supply cart will give priority to the cart over players (since supply traps only effect up to 20 targets) and will remove double the amount of supply (10 rather than 5).

6) I’m ambivalent regarding whether or not supply carts should be allowed to be made invisible by player skills. On the one hand, it opens up some interesting strategic possibilities; especially for smaller, outnumbered parties. On the other hand, this has potential to be abused in a very trolly fashion. With regards to stealth, however, there’s no issue; a stealthed player can drag/push the cart but the cart, itself, remains visible.

As to ownership, I think the current siege blueprint mechanics should apply. Instead of the supply cart builder having exclusive control over the cart for the first 10 minutes of it’s life-span, anyone should be able to drag/push the cart the moment it’s built. The owner, however, would retain the right to take control of the cart from anyone else; just like the situation that exists with current siege weapons.

As to cost, normalize it in accordance with the current siege weapons and use factors of 10 rather than of 5. The build cost is 30 for a normal cart, 40 for a superior cart. Normal carts hold 50 supply, superior carts hold 70 supply. If your intent was to make supply carts cheaper to build than an arrow cart, then make the build cost 20 for normal and 30 for superior.

@Bauer: I disagree that the supply should return from whence it came on cart self-destruction. There needs to be risks to balance the rewards of using these carts. The risk of losing all the supply placed into the cart is one of them.

As for trolls building carts but not putting any supply into them (other than that which was used to construct it), that’s no different than building a ram or arrow cart in some out-of-the-way corner and allowing it to expire.

So many souls, so little time. ~ Kraag Deadsoul

(edited by Kraag Deadsoul.2789)

Supply Cart Idea!

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Posted by: Deathdealers.2108

Deathdealers.2108

@Kraag, I just wanted to say that I always appreciate a well thought-out response, especially to a suggestion!

You had some great ideas involved in your response and very good reasoning for that. However, I may like some of your ideas, but others lack certain, select advantages and disadvantages that would come as a bi-product.

1) Agreed. Making the supply carts more vulnerable would actually reduce the chance of trolling and reduce the chance of a zerg having 30 Supply Carts and abusing their advantage on a massive level.

2) Maybe. But why not the same for dolyaks? See, when making this suggestion, I had to consider the supply situations that we already had, and when I see dolyaks take damage — they get no supply drains. This idea provides more care to be provided by players when escorting them, but prevents sneaky maneuvers at the same time.

3) Maybe. This one is a big iffy. The only way I would consider this viable is if Anet changed the current system — make it so that you can take supply from an open supply depot (seriously, no guards on it, you have to get inside the tower/keep, etc.) whether it be claimed by the enemy OR friendly!! I am sick and tired of staring at 2600 supply in a full upgraded castle, while it’s claimed by the enemy, and the zerg (small one) might run out of supply — yet, there’s 5 stashes right NEXT to them!!! SO STUPID!!!

But, I do agree that enemy server cannot take control of a supply cart.

4) Agreed. But, only allow the self-destruct after a 10-sec warning has been announced.

5) Agreed. This is a simple idea that I had forgotten to calculate.

6) Maybe. Yeah, not sure about invisibility either. But I am leaning towards yes, for the most part, because current siege cannot be placed invisible, except for Golems, but it will be, literally, attached to the player dragging it, just like a Golem.

However, what I do propose is to add the ability to still be shielded by the Level 5 Catapult skill and Guardian Shields to reduce damage taken. Remember, the siege will be attached to the player while being dragged; thus, it’ll be more reasonable to have Guardian Shields count towards it because the shield will encompass the Guardian and the siege attached to them. Besides, if you want to make them as vulnerable as you say, then they’re going to need more strategic approaches to protecting the Supply Carts.

Think about it, if you have an organized zerg, have a thief and guardian swap between protecting it, or have an elemental drop it and give it to a thief to protect it, similar to how we protect Golems right now. Do we not invis Golems? Do we not WP them back when immediately in harms way?

Also, in reference to that, the ability to Waypoint them should be allowed, because like Golems, they are attached to the player on a physical connection.

I agree with ownership permissions remaining the same, but Anet might not, because they removed that ability from Golems — and that’s what we have here, a useful Supply Cart with a lot of similarities to the freedom of a Golem.

As for Supply used to Build it — I made 25 and 50 to be more precise, but we could always up that to 50 and 75 for Regular and Superior, respectively. A dolyak gives 5 supply, so finding that 5 supply should not be difficult.

I love Dragons!!! :D

[Quote]Life may not be fair, but at least we can make games fair.[/QUOTE]