Mutters
24th Nov 06, 8:34 AM
Ok I have mentioned this throughout various other threads, and suggested it in the 1.5 suggestions thread, but I feel it deserves a thread to debate on its own.
The resource system is great in many ways. In 1v1 matches it leads to some very tense gameplay where losing one of your tanks can be a match loser. Compare this to team games, where the loss of a tank means nothing because you simply go crash up another one.
There are two issues at hand here:
1) Tanks dont cost enough. They should cost more fuel and less manpower. This would reduce the number of tanks on the field, making you look after them more, and increase the number of infantry on the field, as you didnt blow all your manpower on that last tank you made.
2) The resource system is skewed a little. In 1v1 there arent enough resources, and some units dont get to see any action (Panther generally). In 2v2 resources seem about right (on some maps, pointe du hoc being one exception) and 3v3 and 4v4 are just swamped with tank columns rushing around. The resources really need to be evened out per game type and per map. Not exactly the same, but wildly different.
The knock on for the difference in resources is that some maps become either great for allies or axis. The more resources, the better the axis do. They have the better units, but need vast amounts of resources to get them. Allies have the advantage on lower resource maps as their veterancy comes for free with combat.
In addition there are the special abilities. Things like BAR suppression are limited in 1v1 games as the munitions cost can stack up very quickly. This is no hinderance in team games, you can throw munitions around without fear of running low. By the time your artillery abilites arrive (high up the doctrine trees) you very often have close to 1000 munitions. Half the game's units then become obsolete (AT guns going to calliope barrage or rocket barrage) and they become essentially worthless (and we wonder why most games end in a tank rush). In a 1v1 you have to pick and choose when to use these powerful abilites, not so much in team games.
Anyway, hopefully you all have the gist of my point. Cant something be done about the lack of constraints to play style in team matches due to the rate at which resources are gained?
The resource system is great in many ways. In 1v1 matches it leads to some very tense gameplay where losing one of your tanks can be a match loser. Compare this to team games, where the loss of a tank means nothing because you simply go crash up another one.
There are two issues at hand here:
1) Tanks dont cost enough. They should cost more fuel and less manpower. This would reduce the number of tanks on the field, making you look after them more, and increase the number of infantry on the field, as you didnt blow all your manpower on that last tank you made.
2) The resource system is skewed a little. In 1v1 there arent enough resources, and some units dont get to see any action (Panther generally). In 2v2 resources seem about right (on some maps, pointe du hoc being one exception) and 3v3 and 4v4 are just swamped with tank columns rushing around. The resources really need to be evened out per game type and per map. Not exactly the same, but wildly different.
The knock on for the difference in resources is that some maps become either great for allies or axis. The more resources, the better the axis do. They have the better units, but need vast amounts of resources to get them. Allies have the advantage on lower resource maps as their veterancy comes for free with combat.
In addition there are the special abilities. Things like BAR suppression are limited in 1v1 games as the munitions cost can stack up very quickly. This is no hinderance in team games, you can throw munitions around without fear of running low. By the time your artillery abilites arrive (high up the doctrine trees) you very often have close to 1000 munitions. Half the game's units then become obsolete (AT guns going to calliope barrage or rocket barrage) and they become essentially worthless (and we wonder why most games end in a tank rush). In a 1v1 you have to pick and choose when to use these powerful abilites, not so much in team games.
Anyway, hopefully you all have the gist of my point. Cant something be done about the lack of constraints to play style in team matches due to the rate at which resources are gained?