Hello comrades,
I’d like to suggest the possibility that engineers will receive a small amount of construction points by dismantling enemy constructions. The limitation of gaining points is given by the maximum amount of construction points of your engineer.
For the moment you receive half of the price back when dismantling your own structures, so why not gaining material back for dismantling enemy structures?
Obviously you would benefit by dismantling friendly structures. In order to avoid a hunt, friendly structures could be marked blue instead of red once spotted?
Would that be a thing?
Let’s discuss!
EdVanSchleck
idk, would it be even usefull? in moust situations you will be building until you have points, then will run on frontline and just die. who would like to f colect ponts from destroying some random sandbags spreaded all over the place
Devs should do now other satff like fixing bugs than codding that feature in
It is basically just a suggestion. I usually play engineers as it is my favorite class, was one in the army and I am still one today.
I know that the game has other issues or bugs to be addressed first but yet:
It would help the class as I am running out of constructions points constantly.
I also had similar ideas in my old Moscow review:
This could make a… bit of a game inside a game, can be interesting.
Engineers competing with the other teams engineers for resources.
At this point, maybe even @61839981 's suggestion about restricting other classes to dismantle stuff may… not look so bad:
Unless, all engineers on the same team gets access to the same pool of resources, to the point that even non-engineers dismantling stuff actually give points to the fellows who can build?
No. Dismantling should rest common. But regaining construction points by dismantling something should be for engineers only. Even the one equiped additional to your squad.
You will dismantle a crate of enemy ammo, to convert it into 10 % of resources to build own ammo crate ?
They are still different types of ammo, so - bad idea.
You won’t even receive construction points for your own crate once it was used.
I’d like to point out a 'lil bit of issue - if say a fellow allied player, unaware of this nuanced mechanic of reacquiring supplies from enemy built structures, just simply dismantles the stuff, which makes allied engineer players… unhappy - could this be seen as a… detriment to the team that should be punished? Or do we allow such, min-max unfriendly behavior?
But what does it matter if someone is unaware of that? I assume that 95% of the playerbase is unaware of the fact that you can get half of your construction points back.
Off topic: j am sure that most pilots are unaware that they can receive XP by landing successfully a crippled airplane.
The game is full of stuff which are useful and yet not used by the majority. Simply because it’s unknown.
Yet, i get your point.
Based on the fact that the game is fast paced, no one, including me would be on a specific hunt for such structures but yet it could motivate to dismantle them by a larger group of people, if you get what I mean?
Fair enough.
I will say that having a “team pool” of resources is a very bad idea. As you will inevitably have the players that start dumping structures all over the place, strangling everyone else’s capabilities to build. My suggestion: have resource caches on each objective that engineers can refill their supplies from. These caches hold x amount of supplies at a time. Here is where it gets interesting… walking over killed soldiers, yields “materials” that can be deposited at the caches, refilling its supplies that engineers can in turn get building supplies from. Dropping of the “materials” would give a player points based on how much they dropped off.
This way, it encourages players to work hand in hand with their team’s engineers to set up effective killzones as well as cover that they can use to gather up materials.
If the objective is taken, no more materials can be put in that cache, but the attackers can pull engineering supplies from it until it is empty.
If this type of system were implemented as its own gamemode, I would also like to suggest giving a couple of minutes in between objectives that a large smokescreen pops up between the objectives, as well as boundaries that don’t allow attackers to immediately push. This way, the engineers have a little time to set up without being a burden to the team, and both teams have some time to regroup and get ready for their next push/defense.
I don’t think it will be an issue for most battles - as I mentioned again several times:
The game does not present itself as a militarized minecraft or build-sim. It does not have many players who like engineer stuff.
Me, You, and a few others are an oddities, not the norms, making up the bulk of enlisted playerbase.
Ugh…
Don’t promote t-bagging please.
I prefer picking up their dropped weapons.
And this, is interesting, though I’d consider a bit different implementation.
Already discussed this in other thread, my opinion hasn’t changed.
Hm…
Would it be a good idea to allow defenders to deposit resources into a deeper resource cache? Maybe even move the resources from closer to front cache to the further one?
Wouldn’t sit well with the more restless folks (which are, in some cases, a majority).
I said “walking over them” NOT “t-bagging”. Something that promotes going out and collecting resources from killed enemies. This way, the players that aren’t necessarily doing the engineering, have a way to gain extra points as well, and help with the team effort. It gives a good way to generate those materials without it being too easy to where its exploitable, or too difficult to where only the people trying to do the engineering are having to split their time between collecting resources and actually building/maintaining defenses.
If implemented with the suggested system above, making killzones would be 100% viable.
Hm…
Would it be a good idea to allow defenders to deposit resources into a deeper resource cache? Maybe even move the resources from closer to front cache to the further one?
If that were the case then you would have people retreating to the back with a haul of supplies rather than defending or building defenses.
Wouldn’t sit well with the more restless folks (which are, in some cases, a majority)
Thats why I think it should be a new game-mode. Just like how a lot of people (at least on console) absolutely hate conquest. It won’t be everyone’s cup of tea. They don’t like it, they have the option to leave. A lot of players that I’ve talked with on console absolutely hate that there is no buffer time between objectives. Both for offense and defense. For offense it would give the opportunity to regroup, refill ammo, let the medics heal and drop medkit boxes for the next push, etc. For defense it gives some time to build up or move to sniper positions, move the new tank up, etc.
Especially recently we’ve been having non-stop issues with offense being on the next objective after it being up for only about 10 seconds. Before our guys even have a chance to pull back. So yes, I really think there needs to be a buffer zone.
Something that promotes going out and collecting resources from killed enemies. This way, the players that aren’t necessarily doing the engineering, have a way to gain extra points as well, and help with the team effort.
If we’re going to receive some semblence of battlefield resource control/economy - such as weapons having value that can be converted/translated into resources for building + improving looting system, which allows to loot not only just main weapon, but also secondary, sidearms and everything else - then I could see some point and logic in this. Berlin is basically last days of desperate defense for the axis, so it does make sense for the volkssturms to try and scavenge whatever they can. Perhaps Moscow to some extent as well.
making killzones would be 100% viable.
Which is not something I agree with.
Besides, the way I undersand how killzones would work, is that it would also restrict the movement of defenders - which means that it is going to be difficult to get those lootable resources off the opponent’s dead hands.
So unless I missed something, killzones aren’t going to be viable, exceptions being battles going in weird and prolonged ways.
If that were the case then you would have people retreating to the back with a haul of supplies rather than defending or building defenses.
Didn’t You ask a couple of times to show where the future capture point will be for the defenders, so that they could prepare? This would be the way to do this. Unless You’ve changed Your mind on that?
Just like how a lot of people (at least on console) absolutely hate conquest.
I find it to be one of the better game modes - fast paced and generally not very long - good when a player doesn’t have much time. Might not be very good for boosters as the battle is likelly short, but it has it’s +'es.
A lot of players that I’ve talked with on console absolutely hate that there is no buffer time between objectives.
I wonder who are those lot of players, why are they not on forums?
Both for offense and defense. For offense it would give the opportunity to regroup, refill ammo, let the medics heal and drop medkit boxes for the next push, etc. For defense it gives some time to build up or move to sniper positions, move the new tank up, etc.
Let me guess - this idea replaced the desire to be aware of the next capture point in invasion/confrontation?