Suggestion: how to prevent early rushes to make this game more enjoyable.

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James-Bond
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Re: Suggestion: how to prevent early rushes to make this game more enjoyable.

Postby James-Bond » Sat 14 Apr 2018 02:25

Booster wrote:
James-Bond wrote:Op solution idea doesnt solve imo.

Actually it is easier than you think.

I must to ask you: Do you want to play games like this? I don't think so. I and the people with similar views wants to play a strategy game but rush-games makes WG feels like "one-wave tower defense".


Ofc i don't want to a tower defence game lol

Could you expand on your solution please.
Like is the event handler add feed via text to you?
What the difference between that and hitting space to alert you to an event?

The destroying stuff in your safe zone. Enemy gets points subtracted? Like a foul in sports.
But If all cvs gets destroyed its game over any way.

Btw I don't do cheesy rushes.
At least with invincible cv idea. Its simplier concept.

Booster
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Re: Suggestion: how to prevent early rushes to make this game more enjoyable.

Postby Booster » Sat 14 Apr 2018 07:47

James-Bond wrote:Could you expand on your solution please.
Like is the event handler add feed via text to you?
What the difference between that and hitting space to alert you to an event?

The destroying stuff in your safe zone. Enemy gets points subtracted? Like a foul in sports.
But If all cvs gets destroyed its game over any way.


What I meant is a simple script which checks an event (CV is killed in a starting zone in first 10 min.) and then checks (if CV was in range of 1500m (or so) out of any friendly artillery) and then if it's not then the player who killed a CV in the opponent spawn is loosing the game. This script must work before the script - all CVs are destroyed.

James-Bond wrote:At least with invincible cv idea. Its simplier concept.

I don't mind. I just want to play this game without early rushes.

captaincarnage wrote:Also just noticed your post count, welcome to the forums :)

Thank you.

throwaway
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Re: Suggestion: how to prevent early rushes to make this game more enjoyable.

Postby throwaway » Sat 14 Apr 2018 12:19

Tank rushes are reliably beatable even if they surprise you because of how strong infantry is. So I don't have a problem with those.

Regarding helorushes, a shortcoming of this sort of fix is that the rusher can just kill your starting army and then play a normal game where he starts with 90% of the territory and a bunch of leftover helos. It will decrease the amount of rushes since many rushers dont want to play the game but its not ideal.

Fodder
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Re: Suggestion: how to prevent early rushes to make this game more enjoyable.

Postby Fodder » Sat 14 Apr 2018 16:11

-1
My solution, give more deployment points at the start of the match then if u dont have enough AA, its your own fault

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Re: Suggestion: how to prevent early rushes to make this game more enjoyable.

Postby Booster » Sat 14 Apr 2018 17:36

Fodder wrote:-1
My solution, give more deployment points at the start of the match then if u dont have enough AA, its your own fault

That's why a ranked 1v1 games are almost dead.
More deployment points is not a solution until we have a "route system" in deployment phase like in Steel Division. New players already have troubles with controlling units and you want to make it even harder.
And there is no interest in rushing-games. Many of players just playing 10v10 where they control 4-5 units during the game. They do not playing 1v1. That's sad.

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