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[Opinion] Objectives-Retain Damage After Cap
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The concept of a permanent (at least for the match) structure regardless of owner is an interesting one. Would be interesting if all structures started and stayed T3 with all damage staying in tact between occupiers. Upgrades could be limited to siege weaponry, WPs, etc.
Not sure if it is a better system but would like to try it… SM would sure be an interesting place. Supply would also become paramount to maintaining control of a structure.
“Youre lips are movin and youre complaining about something thats wingeing.”
I believe this would be fun.
You’d need to make supply much more readily available or no one would have supply to even siege (or every objective would be swiss cheeze).
I could certainly see raising the amount of supply in camps to accommodate this. Sort of changes the mode of WvW a bit but at the very least it is an interesting concept. It would certainly make WvW feel more permanent and less manufactured.
“Youre lips are movin and youre complaining about something thats wingeing.”
Think it could be a fun idea.
Would probably want to see the npc builders also slowly repair things as long as there was supply available or something, this helps with small damage to multiple walls etc, players tend to patch up the big breach, and forget or ignore the smaller ones, and expecting an upgrade to fix it.
This would also give people a good reason to snipe out the workers.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
Cool idea but, don’t think i want to be hammering for hours on end. Doesn’t sound like fun in practice.
This with the idea where stomping steals supply would be cool i think
Papa’s Lady Luck- Necro
(HELL)
Cool idea but, don’t think i want to be hammering for hours on end. Doesn’t sound like fun in practice.
Of course, that’d be another thing that need changing – repair have to go faster.
Honestly I’m not against such a system as it would give that persistent feel of managing your objectives after they are taken, but it requires several small changes that I’m sure Anet would forget about if they did this.
I think this is where Supply Drop guild upgrades would be beneficial.
It would be nice to test this on Eternal Battlegrounds.
This concept would really turn this into an Eternal Battlegrounds as a zerg/team will have to allot people to defend/scout and repair.
Which makes the attrition into another territory good, and will then give the defending team an advantage.
Props to you for thinking about this
There are 2 things that interrupt the continuation of fights
- the objective reset on capture
- the 5min invulnerability of the lord.
I think both have to go, not just 1 of them.
But for the invulnerability to go, the event-reward has to be chaned. So:
- you get only a capture reward, if you hold it for 5min afterwards.
(edited by Dayra.7405)
With the current way wvw works it would definitely be a dream for ktrain.
But I’m not sure if it’s a good idea to punish a playstyle that involves sieging the keep from everywhere, slowly draining supplies instead of rushing it with 20 omegas so you don’t do any unnecessary damage to the keep.
I would love to play it with some tweaks tho.
All we wanted was a GvG.
i’d like this idea, because zergs would need to actually take a moment to repair the damage they just did, instead of cap-and-run, cap-and-run to each objective and leave the work for some other poor sucker to take care of. It would also encourage them to be a bit more careful and precise in their attack methods, rather than to just fling bodies and siege at a keep until eventually gets overrun.
The main downside that I can see is that it would encourage zergs to avoid anywhere there’s actually defenders, and encourage attacking empty keeps/towers. However, proper map design, where they’d have to deal with defenders no matter where they attacked, would easily solve that problem. You want people fighting over objectives, and fighting on the way to objectives. You don’t want people avoiding fights and attacking abandoned buildings. Sure, it’s fun to ninja things, but that should be a precise strike from a small team, with careful coordination with the main zerg to pull off. The direct and the indirect, straight from Sun Tzu.
Well…Since PPK is turned on there is a high flux of stealthy groups picking off strays. Looks fun from their end and that’ll press further into the group up to survive strategy.
Want to talk to them about repairing anything? NOPE..they just want to kill and PPK is a good start to encourage PPK-ONLY groups.
Who wants to do anything with the map if you can stay next to someone’s spawn and kill them on entry with the ability to just stealth and run away whenever something threatening comes around?
Guardian, Chef
Worst idea ever, implement this and it will instantly kill whatever is left of WvW. Unless supply gets a very significant buff.
I would like to see Pink Ninja Man’s idea about supply steal on stomp go in first and see how that impacts the supply game. At the time I hadn’t thought about the tie into it or the Guild Supply Drop’s buff. Both are great points from above.
I worry about the KTrain as well but, I am not certain that shouldn’t be something addressed by ANet anyway. There have been various threads recommending changes to the point value and/or loot/WXP drops from structures that are T1 compared to T3.
But it would be interesting as a test to see how it changes the fights since people would need to decide, do we stay and try and hold it after we smashed it open or move on. Defenders would actually get defense ticks for fighting while holding it so they have a little more incentive to defend, plus they would have something to do while defending. Getting Yaks in also increase in value and thereby escorts since you would need it for the repairs.
In either case, appreciate the feedback. Good hunting!
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