For this topic lets bring up what makes the current call in system so effective compared to normal and standard teir play.
Advantages:
-No need to tech
-No build time, instant deployment
-Some with often intimidate response (infiltration)
-better than standard tier units
-most of them are often very efficient for their cost (elite units)
-Saving fuel and other resources for more call ins rather than standard tech
-very low opportunity cost
-very high shock value at 1st appearance, possibly due to speed of not teching
Disadvantages:
-inevitable CP times
-off chance that ur entry point has been wired, mined, tank trapped
From what we can see, calling in units right now is almost always going to yield more efficiency than straight up playing standard tier. The only true disadvantage to the call ins right now is CP times, which will almost always be inevitable in a normal game. The reason why this is bad is obviously because this kicks out many strategies/playstyles in the game and helps shrink the already small amount of variety this game currently has. Helping to solve this issue will dramatically increase the amount of doctrines/playstyles that are viable in standard play.
So here, let's look at some solutions available and the general agreeableness of each option:
Increase CP (band-aid)
Increase cost of call ins (band-aid)
Adding in deployment times or higher cooldown (band-aid)
Tying Tier to units (Long term)
Bundle units (long term)
Commander overhuals (long term)
Increase CP (short term solution):
This in turn increases the CP of every call in, thereby delaying the amount of time when the 1st call in unit hits the field. The reason why this is only short term is because it only addresses the simple time factor at which the call in units arrive on the field.
+ most effective in 1v1
- not so much in team games
- does not address the efficiency factor of call in units
Increase cost of call in units (short term solution):
This solution aims at the efficiency of each call in unit, trading cost for on spot instant field support. This in turns makes call in units band-aid units to plug the front for an emergency. Short term because adjusting them into this feels like a spit in the face for the guy calling them in and might ultimately remove call ins from the meta.
+ puts a stop to no brainer call in units
+ addresses the efficiency factor and raises the oppertunity cost of call ins
+ addresses stakes higher than 1v1
- ineffeciency may cause call in units to completely phase out of the meta
- call in units fulfilling a band-aid role in which may be controverisal
Adding in deployment times and higher cooldown (short term):
This is obviously aimed at hindering the timing of call ins to not arrive instantly and thus delaying the immediate shock value of the 1st appearance. Very little is done with this fix. This could possibly be supplemented to another fix to increase effectiveness and address the time window.
+ blunts immediate shock value with a longer window
- doesnt address cost, efficiency, and oppertunity cost
- Inconvenience sucks
Tying tier to call ins (long term):
This is by far the most commonly argued solution. This is aimed at blunting the effective cost efficiency of all call ins by forcing players to tech and thereby promoting the use of standard tier centric play. The downside of this however, is that it kills flexiblity. The first techs will determine the player's overall strategy.
+ addresses stakes higher than 1v1
+ addresses efficiency factor and oppertunity cost
+ addresses shock value
- many strategies will be forced to play effectively within the confines of the 1st few techs
- players will not have impulse buy options if wrong tech (primarily soviets)
- standard tier play will be too common
Note: call ins units were tied to tech during beta, the sheer mass of people complaining about it made relic rethink the call in system to the system we have today
Bundling call ins into groups (long term):
Forces all call ins to be called in as groups. Shock value will increase, but will delay the overall availability of call in units to inconvenience. This however, is strongly suggestive on the unit composition of the unit bundling. This has the most amount of potential.
+ addresses all stakes
+ addresses efficiency factor
+ high flexiblity
+/- address to teching can only be determined by the unit compositions
- will provide extremely high shock value
- Inconvenience sucks
Note: The 2x T-85 call in is a bad example of unit bundling. A good example IMO would be like:
Tiger + ass grens (efficient unit + inefficient unit), so as to scale call ins toward a long term inefficient route with drawbacks to occupy specific niches.
Commander overhual (long term):
Not much can be said here.
+ Everything
- Nothing
Feel free to discuss, agree / disagree and argue to what is on here. I personally am so sick of trying to play every game with both hands behind my back for trying to make something out of the ordinary work.
Callin meta: Discussions and Solutions
10 Jan 2015, 03:52 AM
#1
Posts: 306
10 Jan 2015, 04:28 AM
#2
Posts: 1026
I am in favor of a hybrid solution.
Increase fuel cost for call-ins, get cost reduction for tiering. For example, a Tiger may cost 280 fuel instead of 230. By tiering up to T3 you get a 30 fuel reduction (250). Going to T4 reduces the cost to 230 (the original base value).
Exact implementation is open to discussion but this idea is to make call-in only strategies possible, but less cost efficient compared to teching.
Increase fuel cost for call-ins, get cost reduction for tiering. For example, a Tiger may cost 280 fuel instead of 230. By tiering up to T3 you get a 30 fuel reduction (250). Going to T4 reduces the cost to 230 (the original base value).
Exact implementation is open to discussion but this idea is to make call-in only strategies possible, but less cost efficient compared to teching.
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