Closed quantumproducer closed 4 years ago
For the Swirl game mode we have already implemented a form of bp reserve (slightly different from your suggestion). In the current implementation the bp reserve is used only when regenerating bp from buildables killed by the enemy. We also gave the buildables max health decay, where if the buildables were damaged by the enemy, repairing/healing decreases the buildables' max health. These to things combined means that any and all damage done to the enemy base is always progress. We've also allowed a certain amount of credits/evos to be earned from killing enemy buildables.
That's very cool Thanks for continuing Tremulous development!
In many Tremulous games I see the attacks happen when 1 team thinks it can overwhelm the other. Attacking and failing to win is usually too costly to the attacker - they have spent their points, the defender has the fresh kill income, the defender has rebuilt their base. While the stage advancement helps, it doesn't do enough to motivate attacking a fortified position. SD hits and everything changes - each building you destroy is a valuable gain, worth losing kill income for.
I don't like how the mechanics promote camping and I know many players feel the same.
Suggestion:
A limited BP reserve that is a multiple of the normal "max BP". For example, on a 120 BP server you can have up to 120 BP worth of base at any time. As you rebuild, you are taking BP away from a reserve - say a 3X reserve and you build a 8 BP building - your reserve decreases from 360 to 352. Eventually there will be nothing in the reserve and Sudden Death will be real.
I think this gradual Sudden Death would motivate players to attack early and make each base attack more meaningful + tense.
Alternatives:
1.2 tried to do this by offering kill income for base destruction, but this imo wasn't enough to really motivate attacks - it had to combine this with slow turning turrets to motivate A (as H is usually the camper)