It always felt weird having to kill off a Vet 3 Squad when one is close to 100 Pop Cap but wants to get another Tank on the field while floating 400 fuel and 2000 Manpower
Why not make it so that the Pop Cap is Open End (I heard that it was limited to 100 due to technical difficulties anyways)so that people can get more than 100 Pop Cap but with the downside of getting less ressources once they exceed 100 (101 popcap = -10% MP/Fuel/Ammo, 111 popcap = -15% ...) This would allow players to get that tank they saved up for without having to kill a unit for no reason while making it not a total nobrainer choice
Alternatively: Maybe give the ability to withdraw troops from the battefield and get some MP + ammo for this (the higher the Vet, the more ammo one gets)?
Open End Pop cap?
15 Jul 2021, 09:21 AM
#1
Posts: 518
15 Jul 2021, 11:19 AM
#2
Posts: 17914 | Subs: 8
Its one of the comeback allowing mechanics coh series is famous for, you'll always have a hard cap as default setting.
You're supposed to plan your army composition, not just spam when you can.
Also, there do seem to be withdrawal ability, at least for armor, not sure if its campaign thing or actual feature tho, we'll have to wait for multiplayer test.
You're supposed to plan your army composition, not just spam when you can.
Also, there do seem to be withdrawal ability, at least for armor, not sure if its campaign thing or actual feature tho, we'll have to wait for multiplayer test.
15 Jul 2021, 11:32 AM
#3
Posts: 518
Its one of the comeback allowing mechanics coh series is famous for, you'll always have a hard cap as default setting.
You're supposed to plan your army composition, not just spam when you can.
But that still could be the same for an Open End Pop cap. You can't just spam what you want when this means getting less ressources
15 Jul 2021, 11:50 AM
#4
Posts: 17914 | Subs: 8
But that still could be the same for an Open End Pop cap. You can't just spam what you want when this means getting less ressources
That still means strong gets stronger and weaker can't catch up.
15 Jul 2021, 12:07 PM
#5
Posts: 518
That still means strong gets stronger
So someone who has lots of resources and carefully managed his units through out the game should not be able to get stronger because his enemy who lost the 3rd Sqaud in a row can't catch up any more?
How can anyone see it as good game design that people who haven't lost a single unit in the whole game are forced to send one squad on a suicide mission for no reason (or keep mulitple squads at 25%) just so they can get another unit? It is wasting a unit, it is giving the enemy free EXP, sometimes it might even be giving the enemy free Stuff like LMGs
and weaker can't catch up.
Like I said. Where is the probelm with people not being able to catch up after playing bad? Also this is not entirely true. Player 1 decides to go for Another Tank despite already having 99 pop cap, so Player 2 will get more ressources (assuming he is holding as much points as Player 1) during this time and thus can catch slightly up
People wouldn't be able to amass 200 pop cap armies anyways because by that time the Ressource Drain would become too high so it isn't that much of a change from CoH2 anyways
15 Jul 2021, 12:27 PM
#6
Posts: 2145 | Subs: 2
Another issue with popcap is late game FPS issues. Too many units = low FPS. Imagine a 4v4 with no pop cap and you will see 1-4 FPS all game long.
15 Jul 2021, 12:39 PM
#7
Posts: 3114 | Subs: 2
So someone who has lots of resources and carefully managed his units through out the game should not be able to get stronger because his enemy who lost the 3rd Sqaud in a row can't catch up any more?
How can anyone see it as good game design that people who haven't lost a single unit in the whole game are forced to send one squad on a suicide mission for no reason (or keep mulitple squads at 25%) just so they can get another unit? It is wasting a unit, it is giving the enemy free EXP, sometimes it might even be giving the enemy free Stuff like LMGs
Like I said. Where is the probelm with people not being able to catch up after playing bad? Also this is not entirely true. Player 1 decides to go for Another Tank despite already having 99 pop cap, so Player 2 will get more ressources (assuming he is holding as much points as Player 1) during this time and thus can catch slightly up
People wouldn't be able to amass 200 pop cap armies anyways because by that time the Ressource Drain would become too high so it isn't that much of a change from CoH2 anyways
That's quite exaggerated. If there is such a huge skill difference that one player loses nothing and the other gets wiped regularly, also the current system will punish that.
The point is that a game that is so heavily based on RNG like CoH needs to have come back mechanics, because some bad engagements are not due to your own fault, but just bad luck.
To your original point though: Where exactly you want to draw that line between allowing a come back and rewarding good play is quite subjective. The 100 POP cap seemed to generally work quite well for CoH2. Allowing higher pop must come as you suggested with higher than linear cost, since these additional units will always be tanks that do not bleed any resources. I think you could implement it with proper testing, but on the other hand there is also not much need to do so if the 100 POP cap works decently well.
For custom games, I'd like an option to remove pop cap and maybe even select different types of cost-scaling. For multiplayer? Maybe rather not, not sure if it is worth the additional effort if the 100 POP cap system could just be tuned instead.
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