Resource management discussion
As I mentioned in the "Ashes: Setup options" post, regions work fine in a game like CoH where the game is mainly tactically based and not strategically based. Also, CoH is on a significantly smaller scale.
For strategy games of this type (large scale, resources points around the map etc.), I feel there are three general ways in which to distribute resources:
- Large Zones (CoH 1 and 2) --> use regions to generate resources
- High density clusters (Star Craft 1 and 2, Homeworld 1 and 2) --> Cluster resources in specific areas that absolutely force a player to build a base there. Everything else is essentially "dead space".
- Dotted distribution (Supreme Commander Forged Alliance, Age of Empires to some extent) --> Plot mass points around the map, with certain areas having more of them, ergo making them more important, and thus making them a "region" in their own right.
I feel that forcing hundreds to tens of thousands of units to constantly fight over multiple specific points would make the game less fluid and place the game "on rails" per say. Games will end up following similar paths, and fighting will always be centered in specific regions. If you take an enemy territory, it will be fairly obvious where the next target will be. And so on and so forth. This works with CoH due to the limited unit number and terrain diversity, but these factors just don't apply that much to the scale of AoTS.
I really do enjoy the Sup Com method because it "artificially" creates important regions on the map due to mass clusters, but still has open fluidity. You are not constantly forced to specific points on the map. Coupling this with reclaim creates additional artificial "regions" to fight over. Also, due to mass extractors being dotted in outlying/obscure areas, there is ample opportunity for raiding parties.
So yes I am suggesting to potentially drop the region mechanic. I love the idea of power and logistics working together to prevent turtling, but I think the regions need to go to create more "free" game play. There has to be another way to go about this. Technically, so long as the counters to turtling are resource efficient, the turtler will always be a leg down.
BUT...
I just had this thought while typing this and didn't want to just throw the above out.. I might be under estimating the scale of AoTS. I can see how on a huge map (I multiply the biggest map from FA several times), that regions could actually be a good way to go.. I could see a player re-enacting Sherman's March to the Sea on large map where he managed to squeeze by a sizable force and choke his opponent economically... though I still feel similar mechanics could be employed without regions.
I guess at this point I have to wait to see more of AoTS to see what works better.. sorry for the wall of text =\
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Also, if the region mechanic is here to stay, allow me to suggest this. People have asked about "capping" the region, as in CoH. However, maybe consider something else from "R.U.S.E". In RUSE you build supply depots on predetermined regions, but you did not get supplies instantly. Instead, trucks would depart from the supply depot periodically, and only once they reached your HQ would you get supplies.
Not much needs to be said about how much logistical depth this added multiplayer as trucks could be destroyed en route.
Perhaps in AoTS you could "cap" a region by building a "metal refinery" or something on it. This would then send refinery trucks back to your seed for additional resources. This would function similar to how trade and refinery ships did in Sins of Solar Empire.
However, I think in AoTS you should go a step further. Add the ability to capture these refinery trucks and steal them! Allow meta units to have a toggle such as "do not engage economy based buildings" to avoid destroying them, and have a way to capture trucks. This could add some extra spice to the game given the ability to capture enemy buildings as well (from factories or extractors).
4) I would again say this is hard to give a good answer to because of how early into the game we are. But by far I think the biggest culprint is how strong single units are coupled with lack of abilities/firepower to deal with them.
Currently I think this becomes an issue due to unit balance. Single units are relatively "tanky". I've noticed that even if I stack 5-8 units before I leave my seed, it takes those 5-8 quite a bit of time to kill just 1 creep, and a significant amount of time to clear out and capture my starting regions. This seems to be why "running through" seems so easy to do, since just don't die!
- I'm sure AoTS could add side and rear shot penalties. However, if you run through, technically, both sides would more or less have equal flanking opportunities so this is not much of a solution. If turrets work independently (which I think you said they do), this is even more true.
- Either reduce health or increase damage to reduce "tanky" nature of units. It seems that despite a unit consisting of 3 tanks, each tank takes damage individually, and when that unit loses tanks, that unit looses damage output. Is this correct? I ask because a solution to this could be to makes units consistent of 1 tank only, so they die faster, but if they are considered single units as a squad then it is the same thing
But most importantly..
- The numbers game/Unit diversity. Biggest reason of why I'd say this problem can't be perfectly solved this early in development.
You have to keep in mind, that if 500 brutes attack 500 brutes, it's not a 500 v 500 battle. It's only the front lines units firing while the rest mill around doing nothing. This is only changed by "running through", to forcibly engage more units at the same time. In which case, the leading units would slowly get chewed up, and the result would be more or less be an equal exchange by both sides. The only way to change this outcome with homogeneous units is positioning. One side would have to outmaneuver the other so that it somehow attack with a greater concentration of fire power in a certain area (imagine a line of 20 brutes wide attack a column of brutes 10 wide. The 20 unit wide would win since they could bring more damage to bear quicker).
This is the reason why "pro" players in FAF always tech relatively early. Because a t2 unit has more health, more range, and does more damage. Essentially it is more "condensed" firepower, and allowing you to bring more damage to bear at once (since you could only get so many t1 tanks shooting at once).
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So, one way to adjust run bys? Be able to manually set and drag formations, or alter them as you like. Right now meta units always seem to follow certain static formations, so we lose this freedom of positioning.
However, this can best be changed with more unit diversity. Units that offer more passive abilities to allies, units that disrupt the attacking enemy, units that have different damage statistics based on how far their target is etc.
For example, right now I feel archers/artillery is semi irrelevant. Why bother when I can just bulldoze my way through with brutes, heavy tanks, and t3 ships. I only throw in artillery for the buffs it gives to the meta units. If artillery was more powerful, run bys could be softened more. This idea can be expanded on with additional units/abilities.
At this point I think I have to leave my arguments until you guys get the next patch out and I can rethink it all with what you guys add. But I hope it helped pick your brains a bit!
P.S.
I hope this doesn't sound to egocentric, but could a developer reply to this so I know my posts are even being read . Just want to make sure the effort to type this out is not falling on deaf ears
Thanks