Defenders already have unlimited tickets. We don’t need another system that gives them an edge over attackers that have a ticket limit.
This implies that, unless you put pressure on all existing enemy rallies and their ambulances, the attacking team naturally has to sustain additional losses and put in additional effort to suppress both the rallies and the ambulances.
Ignoring them would just result in defenders effectively having a never-ending source of reinforcements, so this requires more diligence on the attacking team’s part, by default.
Bots in your team will literally throw themselves into the objective anyway, so unless you’re in a full player lobby, the attacking team is still on a time limit. Not to mention, since ticket loss is counted on SQUAD SPAWN, this effectively means that, as long as the attacking team doesn’t lose a member of their squad, there is, effectively, no ticket loss.
You can order your bots to attack the point while you do whatever.
In that regard, you can literally just camp the ambulance and never lose tickets because the only people pushing are bots.
This is worsened by the fact that if you are playing a half-decent team of defenders, you cannot place your ambulance close enough to the objective that it would make a real difference in a fight.
This ends up just being a net benefit for the defending team.
This implies that, unless you put pressure on all existing enemy rallies and their ambulances, the attacking team naturally has to sustain additional losses and put in additional effort to suppress both the rallies and the ambulances.
-A random bombing run can take out the soft skin vehicles; same for Paras, tanks, etc, just like current sweeps for spawn points.
-Defending squads would have to retreat to reheal, ie leave the CAP zone. You can make vehicles require being say +/-50-75m from CAP to function, easy balancing.
-Ie its a trade off to stay on Cap with a weak squad or fall back to heal. Currently, its a trade-off to stay on cap with a weak team or kamikaze for a fresh squad. So you’re describing semantics.
In that regard, you can literally just camp the ambulance and never lose tickets because the only people pushing are bots.
-u can snipe currently and let the bots attack, that obviously works wonders as everyone knows. (THICK SARCASM)
In summary:
-The defending team gets a reheal mechanic thats not too useful (because of unlimited spawns) so basically neutral.
-The attacking team gets a mechanic that prevents ticket loss but puts pressure off capping, ie a trade off/benefit.
-In a conquest or similar battle the mechanic favors teams that heal the most as it saves tickets.
Net benefit slightly favors attackers ie opposite your conclusion.
That’s far enough from the objective and perfect for the defending team to harass people from the edge of the grey zone if they use the ambulance aggressively. Since it’s not a rally, it’s can’t really be punished with an AP mine, and a TNT charge is unlikely to wipe an entire squad unless they’re right close to it.
Says the guy that never even brought up the distance restrictions until the issue was raised. Guess I helped you do the thinking.
Speaking of.
Totally won’t be abused by squads of people with massive squads just sending bots with end-tier equipment on the objective while keeping ticket loss to a minimum.
But I’m sure handling a couple dozen bots armed with automatic rifles without the attacking team losing tickets if you do kill them is a cinch. Especially if there is ever even 1 attacker more than there is a defender, the cap timer starts running.
It is useful for the reason I stated earlier.
Non-committal to attacks would just allow defenders to regain their numbers instead of keeping the status quo with half-dead squads. On top of fresh squads on the objective that are intact.
And gives the defending team a similar mechanic to passively replenish their squads on top of unlimited tickets.
Assuming the squads are diligent enough to walk about the distance of a rally away to replenish their forces.
I dont care about the game design restrictions because theyre fluid to the developers and can be made a net benefit to either attacker or defender (re heal distance, heal time etc)
And gives the defending team a similar mechanic to passively replenish their squads on top of unlimited tickets.
If u think suiciding a lone trooper, respawning in 5 secs and running 50m to back to cap is worse than running 100m total (50+50m) and healing for 10 seconds I have a barn to sell you. ie its literally 100% worse for defender to use this than respawn; im not sure how you missed this. Its supposed to be a flavor addition; not some Opie tek.
Bots in your team will literally throw themselves
Game is designed for players, not bot farming.
I dont care if the mechanic benefits atk or defender; as currently stands above the marginal benefit is to attackers mathematically; your welcome to take issue with it but it obviously can be modified via details to work for any side.
–The chief goal is to help IMMERSION and ROLE PLAYING by letting players try to save their team vs unrealistic bonzai charges to respawn asap while playing a suicide bomber.
Additionally, it might aid tactically in certain situations by helping save spawn tickets (at the cost of time) and improving on the lackluster medic mechanic–
The rest/details are up the developers as balance dictates.