"Disturbed71;c-207" wrote:
Hallo Zusammen,
Dann frag ich mich/Euch, wie soll das technisch umgesetzt werden? Wo sind dann die konkreten Änsätze und Lösungsvorschläge, sowas zu verhindern?
Sorry for my English, I do not speak German, and it's a shame that this hugely important topic is again only discussed in German and everybody has to use google translate. Here are my 5 cents:
On pvp lockdown:
One way to make it less efficient is to count the number of attacks with low repair time. For example, make a simple rule: If one base attacks another and within a space of one hour gets a total of 5 attacks that each cost less than 1 hour repair time, then it does not get the 30 seconds preferential ability to strike, but instead has to wait those 30 seconds without being able to attack.
How will this solve the problem?
1. This will make locking very expensive (you can store lots of cp, but can't store that much repair time, and its very costly too)
2. If you hit for low repair time, your enemy has a certain way to break the lock.
3. It will not alter normal pvp, because in proper settings you only get low-rt attacks when finishing off a base when DF is dead already. And those rarely if at all ever take more than 5 low-rt attacks. Alternatively, if you are using a taxi, then supports will certainly take off at least one hour repair time on your main units. Either way, the base under attack cannot move away for 60 seconds, compared with 30 that it is locked, so in those rare cases of finishing off with taxi, you can afford to wait extra 30 seconds without any problems.
On prehitting:
The malus setup fixed the problem with prehitting to a large extent. There is no proper way to grow an alt account fast enough that it remains helpful after two weeks on the server. But malus itself (as implemented on WCS) created a huge problem. Now farming is the fastest way to grow and the game is 80% farmville by construction. This makes it boring as hell. This problem could be fixed only in one way - if spoils from hitting forgotten bases are made sufficiently higher (compared with camps and outposts) to balance out the dis-incentive to dig.
However, if you increase the total resources from forgotten bases, then the problem with pre-hitting arises again to some extent. One potential solution that could fix this all - is to increase the spoils partly - only those that you get from killing defense units in forgotten bases, NOT those from buildings. This would simultaneously make benefits from "finishing off" a base lower, and distribute the spoils more proportionally to the effort that was put in killing the defense on a base. So let's say you killed a number of units in each attack but did not kill the base, then you should get let's say double (or triple, or whatever) the amount of crystal and tiberium from those units compared to the current setup.