What if we turn WvW into a RTS?

What if we turn WvW into a RTS?

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Posted by: Xae Isareth.1364

Xae Isareth.1364

Not stuff like WC where there’s a huge focus on heroes but something akin to Age of Empires, but with the troops being real players.

Capturing each point on the map gives the captor benefits like resources and the ability to research into and produce equipment and abilities (Charr Tanks, megalasers, Aether-enforced gates etc)

For example, capturing a certain keep (say, an abandoned Inquest lab) on the map would allow you to research into creating portable WPs, which once built and deployed, will last a certain number of uses before expiring.

Research will take time to complete and requires resources gained from holding resource points to create. You can only create equipment and abilities if you hold the related capture point and research are reset when you lost that point.

Only commanders can decide where to allocate resources (to aid with trolling prevention)

The benefits if such a system would be that it incentivises a server to defend a keep and splits up zergs. It would also add a deeper sense of macromanagement of man power, and introduce a new aspect of resource management to the game.

(edited by Xae Isareth.1364)

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Posted by: butch.8136

butch.8136

I’ve said it before but WvW is the ideal format for sandboxy elements. Give the players the tools. Edge of the mists will have destructible bridges, which is a good example of what I want. But we need more.

Why not more organisational tools (alliances, hierarchy, ranks, etc.). More destructible areas and more room to actually build stuff.

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Posted by: Yaro.3251

Yaro.3251

So basically those who spent 100g get to play the game, others are zombies/slaves of those few. Did I get that right?

What if some squad/unit decides to not follow commander orders?

Everything else is already in the game so you are talking about details, namely which upgrades are available.

And what about troll commanders? For example for me 100g is not a big deal, if I feel like it I can buy a tag and BOOM! Bwuhahahaha, “Who is the boss of you? Me! I am the boss of you!”

P.S. +1 if you got the reference

Team Aggression [TA] – Golden Horde [GH]

(edited by Yaro.3251)

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Posted by: Xae Isareth.1364

Xae Isareth.1364

The commander’s job is to command, that’s why they’re called commanders. You don’t need to follow them but that’s what they’re there for.

You can’t factor troll commanders into the design because otherwise we would get nowhere.

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Posted by: Yaro.3251

Yaro.3251

But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.

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Posted by: Krakah.3582

Krakah.3582

@OP, so natural selection?

-KNT- BG

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Posted by: Veteran Oakheart.4035

Veteran Oakheart.4035

I’m a NS com for sure ! I enter in my command station* (read trebuchet*) and tell my Marines* to cap nodes** and bring*** me supply****

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Posted by: Xae Isareth.1364

Xae Isareth.1364

But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.

It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.

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Posted by: Assassin X.8573

Assassin X.8573

Pretty sure the first portion of what you said already exists. At least thats how I understand it from the first 500+ ranks I’ve attained commanding. The only thing that isn’t in place is the research. Which this isn’t WC like you said.

Nuclearnunununununununununununununununununuclear launch detectedtedtedted.

Nuclear launch detected.

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Posted by: Assassin X.8573

Assassin X.8573

Also disagree with comm only being able to allocate things. You already gain “upgrades” by holding supply camps… which provide you with resources… for upgrades.

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Posted by: tom.7468

tom.7468

So basically what you mean is that we should be able to build stuff like barracks and stables inside buildings to build mercenaries? that actually sounds interesting.

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Posted by: Gunsen.3894

Gunsen.3894

I’d personally like to see an upgrade to the npc defenders at Supply Camps. If I’m spending an hour at a time trying to upgrade a camp to full, I’d at least like to be able to move to another control point without worrying about having to go back every 5 minutes to start over. Make those npc guards champions!!!!

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Posted by: Xae Isareth.1364

Xae Isareth.1364

Pretty sure the first portion of what you said already exists. At least thats how I understand it from the first 500+ ranks I’ve attained commanding. The only thing that isn’t in place is the research. Which this isn’t WC like you said.

Nuclearnunununununununununununununununununuclear launch detectedtedtedted.

Nuclear launch detected.

What I meant was a case of different camps having different resources. A mining camp would produce ores, a logging camp wood, and so on so forth.

It brings deeper strategy for the game. For example, if you know the enemy is doing heavy production using wood, you can attack logging camps to disrupt their supply of wood, and the enemy will have to allocate resources accordingly to deal with this.

The whole idea is to make the game mode more interesting and as a way to find a way to stop the how WvW is mainly played at the moment, where both sides just form into huge mindless zergs.

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Posted by: Omne.4603

Omne.4603

What if there were alliances?

What if there were an actual guild system?

What if commander tools existed?

What if a child aspired to something greater than what society planned for him?

I Cant Stop/ Ocularis
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Posted by: Yaro.3251

Yaro.3251

But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.

It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.

I understand where are you coming from, but that’s rather extreme.

You are basically saying that “what can go wrong with this” analysis should be simply skipped. That’s dangerous way of introducing something new into massive multiplayer system.

I didn’t say “every”. Of course each risk should be assigned a number of characteristics and dealt with differently based on them. Some mitigated, some eliminated, some tranferred. Some accepted.

Team Aggression [TA] – Golden Horde [GH]

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Posted by: Xae Isareth.1364

Xae Isareth.1364

But that’s reality, how can you ignore it. And you are correct, you are going nowhere if you are both trying to create an environment suited for massive amounts of players and to have restrictive rules in this environment. That’d not fly. You will lose first M in “MMO” pretty quickly.

It’s one of those things like lag. It’s reality but I’d we built every mechanism around people having lag, the game would t have a dodge or interrupt mechanic to start with.

I understand where are you coming from, but that’s rather extreme.

You are basically saying that “what can go wrong with this” analysis should be simply skipped. That’s dangerous way of introducing something new into massive multiplayer system.

I didn’t say “every”. Of course each risk should be assigned a number of characteristics and dealt with differently based on them. Some mitigated, some eliminated, some tranferred. Some accepted.

It’s slightly stretched but you need to consider the cost vs benefits of any risk mitigation strategy. Having only coms being able to decide resource allocation is already a mitigation strategy against trolls, with a cost if limiting the macromanagement experience for everyone else.

Going one step further would be to assign only certain individuals on a server to manage resources, which would mean the game can’t work without them being online, which is too high of a cost.

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Posted by: defrule.7236

defrule.7236

I suggest this a while ago. Start off with an unspoiled map with quarries, forests, mines, spread around the map.

Each faction starts in their spawn and must do their own building of other towers. How those towers look is up to you, where you place them is up to you.

Wherever you build, dolyaks must transport materials to the location. This means you need to think about the logistics when building. No point building something miles away that the supply chain can easily be broken and progress is stopped.

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Posted by: McWolfy.5924

McWolfy.5924

i want to build towers, keeps! that could be avesome!

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