Ticket system for a more balanced game

The game is oversaturrated with explosions. Explosions everywhere. Explosions from tanks, explosions from infantry, explosions from artillery strikes, explosions from planes. The result is that you’re getting spawnkilled very often including when you’re playing in a tank. The spawn points you build are getting destroyed by overpowered “carpet bombing” that can whipe out all squads definding a position as well as any spawn point that is in a decent proximity to the objective you’re supposed to attack or capture. Many players don’t even play the objectives because you can’t call that playing a game. I can’t blame them. People want actual fight, actual combat. This is also true regarding incendiary grenades and flames.

There should be a system of tickets given to players to limit the amount of powerful strikes or units that they can use. For example a player could use 5 light tanks in a game but only one heavy tank. This would make destroying enemy top tier units even more rewarding. This would also make useless units like mortar squads much more interesting.

Ticket cost could be applied to infantry units too and would depend on the amount of equipment given to the different units. For example phosphorus grenades could be very expansive.

The amount of tickets a player has would increase over time to make sure that no player remain out of tickets.

4 Likes

I’m neutral on this honestly.
I absolutely despise planes and tanks, and I REALLY hate the carpet bombing crap. But by the same token, I don’t think they should be numerically limited as you suggest. I think the current “cooldown” mechanic would suffice and should be applied a bit more liberally than it is, now.

As for mortar teams? I just got killed 3 times trying to cap an objective by mortars in the last game I played. They aren’t as useless as you think they are.

2 Likes

The problem isn’t that mortar teams can’t kill you, it’s that they are less effective than other units. It takes time to kill people with mortars. You can have the same result with a radio squad in 2 seconds and still use your squad to cap or defend points. People often don’t understand that no matter how many attackers you kill, you still need to defend that point with your own meat.

1 Like

and this is exactly why imo cap points needs to get bigger or something, right now it puts your team in disadvantage whenever you choose to do something more tactical/supportive rather than just rushing the cap.

2 Likes

For me there are two sides to this:

  1. Sometimes it takes a lot of firepower to get into an area. Not all players make full use of the support abilities and therefore make it hell for their team to get in.
  2. The spam of certain kinds of ordinance primarily being artillery fire, bomber raids, and grenade spam can be quite debilitating. The thing is, look at the bomber raids. More people are starting to take the time to shoot them down, and you can see a huge difference when they are. That’s helping the situation because it can be countered.
    Planes in general are only an issue as long as you let them be. An AA gun can make swift work of player controlled planes, and decent against bomber raids. This predominantly leaves RO artillery strikes and grenade spam.
    Make a location on the map that Artillery is fired from, so that it can be temporarily disabled
    This is a good solution to artillery strikes. Honestly it makes the most sense in terms of a counter.

Grenade spam is its own beast. Though similar to the others, I think the solution lies in counters, rather than just not allowing them to use them. The most notable way to counter them is to increase fortification viability. Sandbag durability against explosives especially hand grenades would be a good start.
The only way to really counter grenade throwers is to keep them at a distance they can’t make the throw, or put them in circumstances where they can’t throw accurately.
If the ability to simply break down fortifications by hand were removed, barbwire would be much more capable being used out in the area in front of objectives, to make the approach more difficult. Mines would also be more capable when used outside of objectives because of the buff to barbwire. Again, making the approach more difficult when trying to use grenades. Lastly, if sandbag walls couldn’t be simply broken down by hand, some areas like windows that people are trying to throw grenades in. If they take their time to throw the grenade accurately and actually get it in the window, they will be sitting still long enough to kill them than if they were throwing it through a completely open window.

Its all about increasing the power of the counters.

2 Likes

Explosions are avoidable
Skill issue

All I’d want is for phosphorous grenades, molotovs and flames… to not go through walls.

The issue rn is that flames and wp clouds bypass walls… fixing it would make the spam much less hazardous.

2 Likes

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:joy:

They can use the Soul Balance Score mechanism

[Angry kid mode ON]

Skill issue.

[Angry kid mode OFF]