I understand Relic’s reason for omitting a dynamic pop-cap system. However, since this is the beta phase and a lot testing is being done, I was wondering if it were possible to implement coh1’s system in custom matches to see what the feedback is like from players? The beta version doesn’t have to be fine-tuned to work with every map; a simple system that’s very similar to coh1s (perhaps increase base pop-cap to 45) would suffice to just receive feedback on its effect.
Thus far, I’ve probably played close to 20 hours (+25 hours of the alpha). It’s perhaps too early for me to really evaluate the flow of the game, but nevertheless I feel comfortable analyzing the current resource system and how it affects the game. I was already quite flabbergasted by Relic's decision to omit a dynamic pop-cap system, since I believe it’s an essential ingredient to coh’s gameplay. While punitive, it was one of the only incentives a player had to cut-off in coh1’s late game. Most veteran coh1 players would agree that the whole cut-off dynamic is really what dictates the ebb and flow of the game and so it should remain quintessential throughout the game.
Furthermore, coh2’s cold weather system, by nature, will incite slightly campier gameplay, and so if anything, coh2 should encourage players even more than coh1 to be proactive and harass-ive. I fear the possibility that most players who have fallen behind in the game will be forced to create outposts on their adjacent territories to compensate for their loss of territory, and the game will only encourage them to do so, since it’ll be relatively inexpensive to them due to their MP income being 1.5-2x that of their opponent (because of massive upkeep costs).
It seems that from the alpha version to the beta version, the resource system has been altered to resemble coh1’s system a bit more. Cut-offs have improved and high resource points have increased. However, all strat points are still of equal worth, which makes choosing to cache adjacent territories a no-brainer. This proves counterproductive to Relic’s aim to increase map diversity and dynamism. It also counters the whole cut-off mechanic since players now have the incentive to cache cut-offs to both increase their income and to prevent their opponent from cutting off supplies.
As a solution, I thought of a system where strategic territories that aren’t directly adjacent (connected) to your main base have an increased value over those that are. Consequently, all ammo/fuel caches should provide a greater resource increase when built on non-adjacent territories (since they work by percentages, right?). Naturally, all adjacent strat points function as cut-offs, and so by providing players with the incentive to cache further strat points, adjacent strat points will remain susceptible to being de-capped. If desired, strat points that are adjacent to your opponent’s base could be of highest relative value. I am not sure how useful this is, but it could prove intriguing. To summarize everything: adjacent territories provide the lowest income, non-adjacent territories provide medium income, and territories adjacent to your opponent provide the highest relative income. Needless to say, high ammo or fuel points should still remain the most valuable and sought after. Just as an example: adjacent territories provide +2 ammo, +3 fuel, non-adjacent territories provide +4 ammo, +5 fuel, and territories adjacent to your opponent (if chosen to be implemented) provide +6 ammo, +8 fuel. In addition to that, it would be nice if territories provided a small manpower increase, similarly to coh1. This will encourage players to hold and capture territories no matter what their munitions and fuel savings are like. It also gives players an option to slightly increase their manpower income, irrespective of their upkeep cost, kind of like the supply yard upgrade in coh1. This is especially important for mid to late game meta.
I realize that coh2 is already pretty late in its development cycle, and so any changes at this point to something as fundamental as the resource system are undesirable, but considering that most players agree that the current resource income rate is far too high and that the implementation of the system detailed above is rather simple, I believe and hope that making the change is still viable.
I honestly feel that the current resource system of the beta is just a dumbed-down version of coh1s that provides for slightly more diversity. It might welcome casual players, however not without alienating competitive players. The resource system I detailed would probably make amends to this by encouraging risky capping without being too punitive, since players can still opt to play it safely and just cache adjacent strategic points.
The current upkeep system facilitates frequent comebacks, as it is very punitive to any player that is in the lead. In a way, it "rubberbands" the experience, by artificially closing the gap between two opposing players. Needless to say, it makes the games very exciting and action-packed, and I quite welcome the change. However, there should still be a means by which a winning player can maintain his/her lead; a player should be rewarded for playing well and should remain at an advantage unless (s)he makes an error. Earned veterancy is the obvious solution, since naturally a player that’s outplaying his/her opponent will have more of it. Unfortunately, in coh2, units receive vet both by doing and receiving damage, and vet bonuses are very marginal,as a result having more or less of it is rather negligible. Also, gone is the whole mechanic of denying your opponent veterancy to further your advantage.
Moreover, because upkeep costs are so high, I often felt like losing some squads to reduce upkeep wasn't that bad of an idea, especially since veterancy is so insignificant. I believe altering the system so that veterancy is more valuable and only earned by doing damage will in effect mitigate comebacks while not completely preventing them either. Also, since popcap is fixed at 100 and manpower will buy you all the assets you’ll ever need to counter your opponent’s army, map control isn’t even required to comeback. This leads to games being needlessly dragged out and frustrating, since putting that last nail in your opponent’s coffin can be very, very difficult.