WG4 decks + gameplay discussion
Posted: Sat 10 Jun 2017 05:08
1) command units that give buffs to surrounding units is a great idea and would make fights a little more realistic because you'd have to maintain platoons to gain an edge. Removal of CV from logistics tab and incorporation into unit type-with stats and avail change to something fitting-would compliment this.
2) coalition decks are horrible for balance and result in there only being one or two #1 decks. Coalitions are balanced around protos, unicorns, and flavor units, meaning some of its basic units will have to be trash. The only reason prototypes and flavor units exist is to make coalitions viable. In a situation where there are only mixed decks, every unit MUST be balanced with its peers to be worth using.
2A) prototypes can be balanced by absurd price, limiting to a certain amount per deck, or limiting to thematic decks.
3)thematic decks need to confer bonuses that don't encourage just spam. Extra veterancy is always nice but variable load outs depending on specialization would be incredible. Mechanized deck could get Motos '90 with RPG-22 and RPK for instance, while vanilla would have current weapons. Armored decks would receive better ammo for tank guns, airborne better aircraft load outs, and so on.
4) non proto unit cards need be standardized per unit type to a more reasonable amount with price amount per card being balancing factors. If I want to take 4 cards of 2 A-10 Thunderbolt in my deck, let me. There will be weaknesses elsewhere.
5) National and coalition decks should be a feature for roleplaying or fixed rule lobbies but confer no advantage in a standard settings game. If your playstyle truly matches a country, then you should be able to use just their units in a mixed deck and be at little disadvantage. If not, the meta is intruding and some unit class is over performing.
6) Now onto game mechanics. Mobility on most units is not large enough of a factor in WG currently because road speeds are standardized at 110 kph and 150 kph. MBTs, APCs and the like should be brought down to 100 kph, with an intermediate speed at 120 kph for things like the Sheridan.
7) the differences between shock and line is too high. Shock has better vet, speed, and loadouts with lines being taken for only transport, for MG grinding, or for being Fusilier 90. SD:44 has much more reasonable infantry balance and I hope the infantry fighting in WG4 is more fluid and built around RL tactics.
8) Choppers should have the ability to move while at a low altitude, with reduced speed and increased susceptibility to attacks.
9) more interesting unit load outs. Tanks with smoke rounds, mortars with white phosphorous, infantry with grenade launchers that you can use to create smoke screens, units that specialize in only thing and have to be used in conjunction with others. The DLCs did a good job of doing this but imo many more units should receive the treatment of something about them being fun or unique, if not through a unique loadout then through soft stats. For instance USA units as a rule having better than average optics, or Chinese units having better than average stealth. Really don't see why RPG-7 units can't have an HE warhead or two for instance.
10) better unit control. On map control groups, seeing unit tasks with shift, predeployment orders, would be nice. But formation commands (tanks into a wedge for instance) and escort commands (hold escort key and click on unit, selected unit will keep current distance to what unit you click) would be incredible.
Thoughts? This post is extremely dense but I'd like to start a discussion on the future of WG.
2) coalition decks are horrible for balance and result in there only being one or two #1 decks. Coalitions are balanced around protos, unicorns, and flavor units, meaning some of its basic units will have to be trash. The only reason prototypes and flavor units exist is to make coalitions viable. In a situation where there are only mixed decks, every unit MUST be balanced with its peers to be worth using.
2A) prototypes can be balanced by absurd price, limiting to a certain amount per deck, or limiting to thematic decks.
3)thematic decks need to confer bonuses that don't encourage just spam. Extra veterancy is always nice but variable load outs depending on specialization would be incredible. Mechanized deck could get Motos '90 with RPG-22 and RPK for instance, while vanilla would have current weapons. Armored decks would receive better ammo for tank guns, airborne better aircraft load outs, and so on.
4) non proto unit cards need be standardized per unit type to a more reasonable amount with price amount per card being balancing factors. If I want to take 4 cards of 2 A-10 Thunderbolt in my deck, let me. There will be weaknesses elsewhere.
5) National and coalition decks should be a feature for roleplaying or fixed rule lobbies but confer no advantage in a standard settings game. If your playstyle truly matches a country, then you should be able to use just their units in a mixed deck and be at little disadvantage. If not, the meta is intruding and some unit class is over performing.
6) Now onto game mechanics. Mobility on most units is not large enough of a factor in WG currently because road speeds are standardized at 110 kph and 150 kph. MBTs, APCs and the like should be brought down to 100 kph, with an intermediate speed at 120 kph for things like the Sheridan.
7) the differences between shock and line is too high. Shock has better vet, speed, and loadouts with lines being taken for only transport, for MG grinding, or for being Fusilier 90. SD:44 has much more reasonable infantry balance and I hope the infantry fighting in WG4 is more fluid and built around RL tactics.
8) Choppers should have the ability to move while at a low altitude, with reduced speed and increased susceptibility to attacks.
9) more interesting unit load outs. Tanks with smoke rounds, mortars with white phosphorous, infantry with grenade launchers that you can use to create smoke screens, units that specialize in only thing and have to be used in conjunction with others. The DLCs did a good job of doing this but imo many more units should receive the treatment of something about them being fun or unique, if not through a unique loadout then through soft stats. For instance USA units as a rule having better than average optics, or Chinese units having better than average stealth. Really don't see why RPG-7 units can't have an HE warhead or two for instance.
10) better unit control. On map control groups, seeing unit tasks with shift, predeployment orders, would be nice. But formation commands (tanks into a wedge for instance) and escort commands (hold escort key and click on unit, selected unit will keep current distance to what unit you click) would be incredible.
Thoughts? This post is extremely dense but I'd like to start a discussion on the future of WG.