Six suggestions for more strategy to WvW.

Six suggestions for more strategy to WvW.

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Posted by: Logos.5603

Logos.5603

I made these suggestions in another post. I’m posting it here to see what other people think (and read any suggestions).

1-How about immediate war score bonuses (a reasonable and enticing amount of points) for taking multiple objectives simultaneously (within a reasonable time frame)?
Why? It will reward servers that play and organize better than others (plus it will force some distribution of players rather than zerging). The same could be said about defending.
2-How about adding supply blockades that can be deployed only near sentry (flags) areas that are easy to deploy and easy to break?
Why? To add a bit of depth and a bit more strategy to solo (small group) roaming. They would really have to escort Pack Dolyaks. Plus it makes sentries matter a bit more.
3-How about adding supply runners (npcs that carry small amounts of supply but move faster than Pack Dolyaks) that can be bought from the supply camp. These can bypass the above supply blockades, but can’t attack (they also die easier than the Dolyaks, duh).
Why? Same as above.
4-How about being able to buy an upgrade at the Keep, that allows a passive timer restricted benefit (say WvW exp and silver per every tick) to people that stay and defend camps, fortresses, etc (stays as guards). Plus the ability for commanders to see how many people are defending said places. Heck, if the players stay for a prolonged time on said objectives (e.g., camps) they increase the war-score (by a small but considerable amount).
Why? It provides more depth to defending forces. It allows commanders to better strategize, and adds a motivation for players to stay and defend (even if there are no enemies). Plus adds incentive to capture enemy keeps and protect your own.
5- Perhaps reward War-score points for successfully defending a keep when its been beached, or a camp when the supervisor has been killed.
Why? It encourages defending the keep or camp, rather than letting it flip.
6- Environmental disasters (e.g., rock slides, avalanches) that block a road or path. Also, allow players the ability to remove said obstacle, or cause said obstacle.
Why? Allows a small group to hinder large zergs (dropping an avalanche on their path). It also might prevent the retreat of zergs (yours or the opponent’s).

Other suggestions offered by other people:
-Weather effects like a sandstorm or blizzard that limits visibility. ( I would love to see this.)
-Better and more efficient traps that will hinder big zergs. For example, a trap (with a large radius) that will ping on the map whenever a group of 10+ passes over it.
-Players in combat can’t rez.

Six suggestions for more strategy to WvW.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

Number 4 is a terrible idea. You would have a bunch of PvE players/bots sitting around in WvW to gather free money while contributing nothing.

A better idea would be to allow people to receive money every tick if they bought an upgrade for the structure, but this only starts after they hit rank 500. By that point most players have a decent understanding of WvW and should know when and what to upgrade so they aren’t wasting supply.

Also known as Puck when my account isn’t suspended
LGN

Six suggestions for more strategy to WvW.

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Posted by: Logos.5603

Logos.5603

Mmm…good point. Don’t know about your “rank 500” suggestion, but good point nonetheless.

Six suggestions for more strategy to WvW.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

Mmm…good point. Don’t know about your “rank 500” suggestion, but good point nonetheless.

I would like to say something less but I don’t want some eotm scrub coming in and wasting supply. If they would stop pretending that eotm is WvW and giving them our ranks and badges there would be a lot more solutions to several problems.

Also known as Puck when my account isn’t suspended
LGN

Six suggestions for more strategy to WvW.

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Posted by: Logos.5603

Logos.5603

Change (4) to: A commander is able to buy at a Keep for a significant amount of resources a reinforcement or assault ticket, which allows for the deployment from an airship(!) of some NPCs (which are time restricted) to reinforce or help assault the selected objective. Can only be used once per map every hour or so on your home map.
Why? More power to commanders. They can assert their battle presence more directly. Plus if the commander misuses the ticket it incurs a waste of valuable resources. Also, it opens up more tactical options for commanders.

Six suggestions for more strategy to WvW.

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Posted by: Offair.2563

Offair.2563

Number 4 is a terrible idea. You would have a bunch of PvE players/bots sitting around in WvW to gather free money while contributing nothing.

A better idea would be to allow people to receive money every tick if they bought an upgrade for the structure, but this only starts after they hit rank 500. By that point most players have a decent understanding of WvW and should know when and what to upgrade so they aren’t wasting supply.

What about eotm ktrain zerglings, its not that hard to get 500ranks in there if i may believe people. I know some with 1k+ ranks and still havent got a clue whats the best way to upgrade stuff ( like popping fortify before WP / hiring merchants when a keep is under attack )

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

Six suggestions for more strategy to WvW.

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Posted by: Jim Hunter.6821

Jim Hunter.6821

What about eotm ktrain zerglings, its not that hard to get 500ranks in there if i may believe people. I know some with 1k+ ranks and still havent got a clue whats the best way to upgrade stuff ( like popping fortify before WP / hiring merchants when a keep is under attack )

I absolutely agree that that is a problem, that is why I made this statement

I would like to say something less but I don’t want some eotm scrub coming in and wasting supply. If they would stop pretending that eotm is WvW and giving them our ranks and badges there would be a lot more solutions to several problems.

I just figure it they have hit 500 and have no real WvW experience they will probably just stick to eotm at that point and won’t be too big of a problem. I would still prefer that eotm was completely separated though.

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Synosius.9876

Synosius.9876

I dont like any of your suggestions but I do like the topic.

I wish they would remove the mercs (hylek, dredge, ogres). Youre suggestions sound like more of this mechanic. I wish they would remove all neutral NPCs also, cause who needs that thief rallying off a deer?

To make more strategy though we need more ways to assault objectives. Attacking jerri is a pain in the kitten. Both breakable walls and the gate face lowlands and are well within range of mortar/cannon/treb fire. Result is; the only way to assault jerri is hard, fast and hope no one sees you!

anyway, my point is good strategic play depends on having options and counter options. There just needs to be slight adjustments of structure placements and other minor tweaks to open up new methods.

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Posted by: Azrael.4960

Azrael.4960

Rather than be wvwvw, make it wvw. Server on server. Redesign the map so its format is reminiscent of the Luxon vs Kurzick faction fighting.

Basic format looks something like this.
- Each side has a citadel, much like it is now. However, it would gave a supply point that generates supply like the eotm linked one now.
- Between each citadel is a stretch of territory filled with resource points and strategic locations.
- at each location only a commander may start construction of a particular structure, whether it be a camp, tower or outpost.
- sites can be upgraded up to 5 times with each level opening up new upgrades. Upgrades can be accelerated by players bringing supplies from other camps or the citadel.
- camps provide construction resource to the sites and can be upgraded similar to the camps now. But higher upgrades increase the strength of the supply caravans delivering supplies to the point that a level 5 caravan will be guarded by very strong NPC’s, possibly legendary level(?)
- towers guard strategic passes and bridges or fords. Upgrade to level 5 opens the option to build a way point in a tower. Other upgrades include the options of stronger walls, defensive weaponry. To prevent over building of player owned siege, each tower tier will have a limited number of locations where siege can be deployed, which will be untargettable from the ground (no more aoe suppression). This number increases with tower tier. Upgraded towers will also have extended lines of sight for spotting enemy movement.
- outposts are mini defensive positions that operate as scouting posts. It will be manned by NPC’s and will show enemy movements on the minimap. Upgraded versions will add minimal defensive weaponry but not so much that they are as strong as a tower but good enough to delay an enemy zerg. They can be occupied by players to use as defensive positions.

Points are gained by capping sites and constructing structures. System is still ppt but will be per hour rather than per 15min. Upgraded structures will generate more points per hour. Additional ppt can also be gained by capturing enemy structures with a small initial injection for capturing. Alternatively, a large once off injection of points can be obtained by destroying the structure.

That’d be my basic layout for a wvw contest. Something that requires strategic planning and a good number of committed players. I’d hope for a map design that allowed even a small number of players in a good defensive position to hold out against a larger force. There’d be forested terrain for massing surprise attacks and ambushes. Choke points where massed artillery could wreak havoc on enemy mobs. All the sorted of things that a mediaeval fight should have