Commander Overlap a serious problem
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Basilone has a good point (referring to his first post) as well.
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The only problem is that they fucked it up and some of the people bought the commanders and IMO there is no way this guys would return the money to the people who bought the commanders.
I really hope I'm wrong and that Relic will make some good decisions in this matter!
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Not only is this a simple and elegant way to improve on commanders, it also has a nostalgic hint at the old doctrines from vCOH.
Stephenn's point about Soviet having to pick early for their doctrinal elite infantry is also a good one for this.
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Also, the images don't show the new commanders, which contain a lot of unique abilities, but that's not relevant to the point in the OP.
As someone who has bought most of the commanders (if not all; it gets hard to keep track when there are so many) I would be happy if Relic rearranged/removed/whatever'ed the commanders to fit a system like the one described in the OP even if it means some of my money ends up going down the toilet. For me, having a fun, deep game that people will be playing 5+ years from now is totally worth that.
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The reason there are so many overlaps is because there are lots of commanders, the whole idea IMO isn't the fact each commander has similar abilities, it's the things they have different.
For example, the 2 ISU doctrines are very similar, main difference being shocks/guards.
In my opinion, this system of lots of overlapping commanders, provides players with greater choice of which mix of abilities to use, without having a system where you can choose an exact deadly mix, which could be open to unbalance.
This system ultimately means they have to try balance each one individually, easier when you are taking about 5 abilities only. Having a near infinite mix of abilities would make balance much harder.
Finally, if they reduced the amount of overlap, I believe that would actually reduce choice for the player ( under current system), for example: I would like to play with shocks, currently I can choose from very different doctrines containing them, if there was only 2, I would be massively restricted in how I play if I wanted them.
Having abilities overlap, brings those abilities closer to being core units/abilities, and slightly further from being doctrinal, while still allowing devs to limit them when other potent abilities are chosen. Meanwhile some abilities are more rare. I think this is fully intentional.
I think they could use a system where you create your own commander, but certain abilities would prohibit other ones that would be deemed to be an OP mix. There could possibly be a max and minimum total combined CP number as well (too prevent too many early or late abilities in one commander). You would have to be able to view their selection on loading screen, but this idea would probably take away from players who react well to whichever doctrine is chosen.
I seem to be the odd one out, but I actually like the current commander system.
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Money is everything they care for thats why the System won t Change.
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I believe it's high time Relic's decision makers (looking at you Greg Wilson) start paying attention to the community who is actually coming up with very valid and constructive ways to improve their product (although they are NOT getting paid to do this job).
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The main issue is that such a move would mean abolishing many commanders that a lot of people bought with real money which would create a huge sh*tstorm of rage against Relic, people would call them thieves, demand their money back etc. It`s unthinkable.
I don`t think there is a way around it without refunding everyone and good luck to the guy who would suggest that to the corporate heads with the argument "But it would improve gameplay...".
Another thing is pumping out new commanders generates nice cashflow for the devs/publisher. If you couldn`t recycle anything it could lead to less new commanders and smaller cashflow as a result.
It would be nice to have lesser number of more archetypical commanders but I just don`t think Relic can go back now.
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Idea is good, but it would be better (in Relic business) to create commanders with 3 abilities as DLC and create 3 doctrines that contain 2 commanders each (fo example defensive, blitzkrieg and terror doctrines for germans)
Yeah, but I think they should leave commanders for the casual players (ToW & custom matches) and introduce 3 unique doctrines á 6 abilities. This way they still could gain revenues from commanders and maybe after some time also from new (well balanced & unique!!!) doctrines for ranked & competitive matches...
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Plus how would you unlock the other side of the tree? On the right side you ended with 5cps, does this mean you need to wait 4cps to unlock the howitzer? Make it when you select an ability from either side you every ability gets one cp cheaper.
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