These are ideas I would like to share. 5 of them I would think would be easy to implement, and 4 more that might be a little tougher.
1. Here’s a no-brainer: allow commanders to choose the COLOR of their tag. An incredibly simple way to improve coordination. Almost nobody uses the squad feature. I’ve actually never seen it even mentioned in-game that I can recall.
2. Allow commanders to “lock” a structure from anyone being able to upgrade it for X amount of time. Can’t tell you how many times we’ve been prepping for an attack and someone starts a freakin’ upgrade and leaves us without supply to defend. Take it a step further and allow a “lock” on supply withdrawal. Can’t tell you how many times an upgrade was about to finish and random players drain the supply and the upgrade doesn’t finish at a crucial moment. Only a commander with his/her tag active would be able to use these features, and only one structure per map can be locked at any given time.
3. Dolyak speed buff – instead of increased supply deliveries, increase the Dolyak movement speed. This will really help the outnumbered servers defend against times that a larger server is repeatedly circle-flipping their stuff. A larger server may run up and flip a corner of EB, except the keep, in 20 minutes and move on – then once they see that corner flipped back they just repeat the cycle because there’s no way anything could have been upgraded or sieged up to any effective level in such a short amount of time. They should have to stay and DEFEND those areas if they want to hold them.
4. Allow supplies to be taken from a Dolyak in transit. This might need a limit of only 50% of the supplies can be taken or some other safeguard, but there are supplies on that Dolyak, why can’t I have them? At least then if it’s going to die or is running towards a tower that’s being sieged, I can try and grab a few supply off it before it’s too late.
5. Allow supplies to be able to be collected from killing siege equipment. Allow supplies to be looted from dead players that were carrying supply. Maybe its only 1-2 supply you get, and that player doesn’t actually lose theirs, but again would really help the outnumbered servers more than the bigger ones who already have tons of supply in their fully upgraded structures. Maybe this becomes part of the Outnumbered buff – ‘chance to gain supply on kill’
6. Fix the way downed players get rez’ed. Maybe only 1 resurrector allowed while in combat. Larger zergs’ biggest advantage over smaller groups is that they can keep picking up all their downed before anyone gets stomped. If you start to stomp someone as SOON as they go down, they should not be able to rez them before the stomp – they would have to stun you or something to prevent it while they rez. Maybe a separate way to fix this would be “stomping” speed increases the more outnumbered you are, or maybe if you get downed while surrounded by a ton of allies, you get “trampled” These might not be the best ideas but fixing downed state is the biggest way to fix the imbalance of huge zergs vs smaller ones. The larger zerg still has the advantage of higher DPS output and the AoE cap of 5 and more supply to flash-build siege, do they really need the benefit of insta-rezzing downed players? The small group had to work had to get those players down, they earned at least a chance at a kill.
7. A new siege item that costs 10 supply to deploy, has the range of a cata but a higher arc to it and does the damage to siege of that of a ballista. Lasts 60 seconds and can only be deployed while “outnumbered” If you outnumber them so much, you have the people to defend and shouldn’t get to rely on siege as much as the smaller server. In 60 seconds you can hopefully take out a few pieces of siege and improve your odds.
8. Temporary waypoint. Costs 50 supply to build, lasts 10 minutes, cannot be built within 2000 range of an enemy structure, limit 10 players per minute that can use it, visible to enemies (not on map) but not destructible until timer runs out – or until a structure within 2000 flips to enemy control at which point it would become contested. Player per minute cap on this favors it towards smaller, smarter groups.
9. Vision portal. 2 items. 1 item you drop a portal and build it with supply, lasts 20 minutes. Item 2 is a ‘crystal ball’ that is in your inventory and using it allows you to see the map where you dropped the portal, without actually moving your character there. Once the portal is over the crystal ball is ‘junk’