Proposal: One Game Mode to Rule Them All

ledarsi
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Proposal: One Game Mode to Rule Them All

Postby ledarsi » Thu 7 Aug 2014 04:56

I propose a game mode that creates a new mechanic limiting the maximum number of points that players can deploy as an alternative to Destruction and Conquest.

Combined Destruction/Conquest modes have been suggested, as have alternate modes that give players a fixed number of points that are refunded as units are destroyed. But to use the same system to address both is a new idea. This will be a long post that describes the new mechanics.


Maximum Points Limit

Each player will have a maximum points limit as well as a certain number of available command points.

For example, a team might have 2000 starting points and a limit of 5000 points at maximum. These points would be evenly divided between the players on the team. A team of two players would give each player 1000 starting points and a maximum point limit of 2500 for each player.


Income

A team's income increases based on the value of controlled sectors. Territory-based income determines the rate at which reserve points are converted into usable command points.

For example, a player with 100 command points available to be spent, an income of 5, and 1000 reserve points would have a command menu box in the top left of the screen that looks like this: 100 + 5 (1000).

Each tick, 5 points will be converted from the player's reserve points into usable command points that can be spent. As a result, the following tick the player's points will look like this: 105 + 5 (995).

Income cannot cause a player's total number of points to exceed his or her maximum number of points. In other words, a player with zero points in reserve will receive no income, regardless of territory.

A player in this position should make aggressive moves, knowing that if units are lost then that player will receive reserve points which can be spent on more units. However with the maximum number of points deployed, those aggressive moves must be cautious because casualties will reduce the player's maximum number of points.


Destruction

When units are destroyed, points are refunded to their owner's reserve pool of points. These points cannot be spent right away; the player must wait for them to be converted to usable command points at the rate determined by the player's income.

However, not all of the points will be refunded when a unit is destroyed. The exact rate will require testing to determine what is ideal. But supposing 20% of points are lost when a unit is destroyed, then the player will be refunded 80% of the cost of all destroyed units.

For example, a 100 point unit will cost 100 command points to deploy. Those points will remain tied up in the unit as long as it remains on the field. When the unit is destroyed, 80 points will be refunded to its owner's reserve points. Those points will be unavailable until the player's income converts them into available command points.

As a result, aggression has large consequences right away due to the loss of units. Overly aggressive spamming disregarding casualties will shrink the player's army. If a player loses 1000 points, then 200 of those points are permanently lost.

But the loss of a unit is not as painful in the long run as in Destruction, where the full value of the unit is added directly to the victory points of the other team, while at the same time the owner of the destroyed unit has fewer assets with which to even up the score. In the above example, 800 points are refunded to the player's reserve points and can be spent again through territory control income.


Conquest

A conquest advantage will gradually increase the player's maximum point limit. The amount of increase per tick is equal to the amount of conquest advantage by comparing the income of the teams.

For example, a conquest advantage of +1 will increase the player's maximum point limit by +1 point per tick. If both sides are at a stalemate, then neither side's maximum point limit will increase.

Newly acquired maximum points are added to the player's reserve points. They must still be earned through income before they can be used to deploy units.



Victory

The objective in order to win the game is to destroy enemy units to reduce the enemy army's maximum number of points, and to control more territory to increase your own maximum number of points.

Although it is theoretically possible to completely annihilate an enemy army by reducing its maximum point limit to zero, in almost all circumstances both armies will still have points at the end of a match.

The winner of a match is the army with a larger maximum number of command points at the end of the match when time is up (or which destroys all enemy CV's).


Bonus Income

In addition to regular income, each player will also receive bonus income based on that player's number of reserve points.

Regular income is based on the amount of territory that the team controls, evenly divided amongst all the players just like in Destruction. Bonus income is based on the number of points that player has in reserve.

The highest possible amount of bonus income is equal to the maximum point limit divided by 1000 (theoretically, if all the player's points are in reserve; will not actually happen). For a match with a maximum points limit of 5000, the highest possible bonus income is 5.

As a player's reserve points increases up towards the maximum possible (all points in reserve), the player's bonus income should increase. This should be accomplished by squaring the fraction of the player's reserve points out of the maximum.

A player's bonus income B is calculated based on the player's maximum points limit M and current number of reserve points R.

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For example, a player with 5000 points maximum and 2000 in reserve will receive 5 * (3/5)^2 = 1.8 points per tick in bonus income.

Casualties will refund points to the player's reserve pool, increasing the player's bonus income at the time. However, casualties will also reduce the player's maximum points limit, causing a small but permanent reduction in income.

As a result, players with a large number of points in reserve will have those points converted into usable command points more quickly. After a player suffers a lot of casualties their bonus income will increase, offsetting the kind of destabilizing advantage that the leading team has in Destruction.

Controlling more territory will tend to give the team with more territory higher income, and thus more units. This tends to cause the team that is already losing to have an increasingly serious disadvantage. Bonus income has the contrary effect; the team that is at a short-term disadvantage actually gains more bonus income after significant casualties.

However, there is a long-term disadvantage to this short-term income increase because the maximum point limit decreases commensurately. Losing a lot of units may result in a short-term increase in income due to a larger pool of reserve points. But speedy reinforcements are purchased at the expense of a reduction in the total size of your force. This should discourage reckless spam and suicidal aggression, particularly at the beginning of the game when the long-term effects of major losses will be most severe.


Conclusion

This game mode limits the maximum number of points that a player may have in play at the same time. These points are refunded when the player's units are destroyed by converting the player's pool of reserve points into usable command points at the rate of the player's income.

However, not all of the player's points are refunded. A portion of the points are permanently lost each time a unit is destroyed. Players can increase their maximum number of points to offset losses by controlling more territory than the other team.

This game mode solves the problems with both Destruction and Conquest. Aggression is viable because the negative consequences are postponed, making it possible to gain an advantage through an attack. And brute force spam is discouraged because the player's total force size shrinks after significant losses.

The winner is whichever team has a higher maximum point limit at the end of the match.
Last edited by ledarsi on Thu 7 Aug 2014 05:48, edited 1 time in total.

Person012345
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Re: Proposal: One Game Mode to Rule Them All

Postby Person012345 » Thu 7 Aug 2014 05:21

This sounds horrible, but I'd have to play it to actually say.

ledarsi
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Re: Proposal: One Game Mode to Rule Them All

Postby ledarsi » Thu 7 Aug 2014 05:58

Do you object to the low point limit? Because that would be set in the lobby, and could be adjusted like the starting number of points, instead of a target number of destruction points needed to win. My example point numbers are arbitrary. The absolute maximum number of points that can be deployed could be set quite high if desired.

With an extremely high maximum number of points the game would play somewhat like Destruction. Player income would be based on territory control, and whichever team gets more kills will win in the end by reducing the enemy's maximum from kills. Controlling territory to increase your maximum is less important if you don't reach the maximum force size.

The main difference is that the team suffering more casualties actually gains more income (from bonus), but their limit is dropping, meaning they are losing. But in the short term they get more command points to deploy more units so they can try to even up the score.


Care to be more specific about why you dislike the idea?

Kin-Luu
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Re: Proposal: One Game Mode to Rule Them All

Postby Kin-Luu » Thu 7 Aug 2014 07:33

There already is a conquest-destruction hybrid gamemode, it is called economy.

It is not used, because both destruction and conquest diehards loathe it. And your idea sounds very much like economy.
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Person012345
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Re: Proposal: One Game Mode to Rule Them All

Postby Person012345 » Thu 7 Aug 2014 07:36

ledarsi wrote:Do you object to the low point limit? Because that would be set in the lobby, and could be adjusted like the starting number of points, instead of a target number of destruction points needed to win. My example point numbers are arbitrary. The absolute maximum number of points that can be deployed could be set quite high if desired.

With an extremely high maximum number of points the game would play somewhat like Destruction. Player income would be based on territory control, and whichever team gets more kills will win in the end by reducing the enemy's maximum from kills. Controlling territory to increase your maximum is less important if you don't reach the maximum force size.

The main difference is that the team suffering more casualties actually gains more income (from bonus), but their limit is dropping, meaning they are losing. But in the short term they get more command points to deploy more units so they can try to even up the score.


Care to be more specific about why you dislike the idea?

I just think the overall idea doesn't sound like it would be good, but I don't really know because I haven't played it.

ledarsi
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Re: Proposal: One Game Mode to Rule Them All

Postby ledarsi » Thu 7 Aug 2014 08:13

Kin-Luu wrote:There already is a conquest-destruction hybrid gamemode, it is called economy.

It is not used, because both destruction and conquest diehards loathe it. And your idea sounds very much like economy.

What I suggest is nothing like economy.

In economy the win condition is to accumulate a large number of command points in your bank which are available to spend, but which you have not spent.

In my proposal the maximum command points is the limit on the number of points in units you can have deployed. If you have a 5000 point maximum then you can deploy up to 5000 points of units, and once you have deployed that many points you will not be able to deploy any more.

Whether you have spent the points or banked them is of no consequence. In fact, even reserve points which you cannot yet spend yet because you haven't earned them yet still count.


Suppose you begin a game with 1500 starting points, with a maximum of 6000 points. Your starting point tally will look like 1500 (4500). Those 4500 reserve points are part of your maximum point count even though you haven't earned them yet.

After you deploy all your starting points, your point tally will look like 0 (4500). The 1500 points are now invested in units, and still count towards your maximum that determines victory. If a unit dies, your reserve points increase based on the unit's refund.

Income converts reserve into command points you can spend to deploy units. If you don't have losses you will eventually reach a point where you have zero points available to spend and zero reserve points to earn, because all your points are tied up in deployed units.

le trashman
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Re: Proposal: One Game Mode to Rule Them All

Postby le trashman » Thu 7 Aug 2014 10:13

Sounds like an almost exact clone of men of war's point system. It's pretty cool, but it will encourage air spamming like no tomorrow, because aircraft do not use supply points which cost towards your cap, and the fact creating a huge ADN will be expensive in relation to point cap.
Last edited by le trashman on Thu 7 Aug 2014 13:59, edited 1 time in total.

Bluecewe
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Re: Proposal: One Game Mode to Rule Them All

Postby Bluecewe » Thu 7 Aug 2014 13:57

I would take issue with the title of your proposal, "One Game Mode to Rule Them All". Different game modes appeal to different playstyles - there can never be one game mode which will appeal to all players. I hope that your game mode is designed to be distinct and provide something genuinely new, rather than being designed merely in a centrist manner.

Additionally, regardless of the substance of your proposal, it is unlikely that Eugen will move on it, at least not any time soon. Seemingly small changes to game mode mechanics come either very late, or not at all. For instance, income rate control was frequently requested from the start of AirLand Battle, but was only introduced in Red Dragon. There has also been no action, to my knowledge, concenring the introduction of Total Conquest. It is, to be frank, rather dispiriting. There is, of course, no harm in proposing new ideas - I'd encourage it.

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Solty
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Re: Proposal: One Game Mode to Rule Them All

Postby Solty » Thu 7 Aug 2014 14:27

Total destruction and Conquest should be the only 2 available.
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Plane's changes proposition. viewtopic.php?f=177&t=41994&hilit=easy

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molnibalage
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Re: Proposal: One Game Mode to Rule Them All

Postby molnibalage » Thu 7 Aug 2014 14:36

IMHO ranked games should be economy.

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