Then submit an itemised and numbered list of the EXACT changes necessary.
You might have overlooked that I am the OP and have been defending/figuring the suggestion throughout this thread.
If you can make it work, by all means, do so, and post your result.
Not that you will, of course. Cos all talk, and no walk.
But if you do attempt it, you will invariably come to the same conclusion as I have.
I tried my best and wrote and thought a great deal about it.
But when it came down to actually writing an itemised, coherent list of the actual changes required, you will see the same thing as I did, that each entry creates 3 more problems, and a systemically unsustainable solution overall, due to how far the game is along this current "Company of Callins" design arc.
It cannot be done. Its too late now.
But go ahead and show me you can do it.
I promise anyone who can solve this dilemma satisfactorily a paid and packaged surprise gift. |
When I ended up with about 3 pages of text, I have to concede Ive arrived at the conclusion, that though many agree Tier Tying wouls be a good thing, in form or another, it is unfortunately no longer workable as a result of the choices Relic has made with this game.
Every solution I can think of results in three more problems, to the result it just quadratically escalates into complexities that become increasinfly harder to manage, and need more changes that make things unintuitive, unduly specific and just create more problems in turn.
If we where still in an Ost vs Sov situation, many of the solutions I considered for tier tying would have had more intuitive, direct and sustainable solutions. It could have been done in a relatively simple and sensible way.
But now that there are 4 factions, and those factions didnt consider tier tying at all into their design, rather resting on the current Company of Callins paradigm, its just far too complicated a suggestion to implement. There are many other design changes also that even though you might think they where small at the time, suddenly popup as a roadblock now, to the purpose of this proposal, which is to incentivise T4 core units, and noncallin Commanders.
Every possible option of tier tying I can consider, when you start to think about how actually and pragmaticallynto implement it, just spirals into a massive intermix of cost/efficiency problems and ultimately gets stonewalled by Relics design decisions, forcing unintuitive and complex solutions to "get around" them.
Its too late. It, in my perception now, just canmot be done anymore. Too much has been designed around a Company of Callins core, since when thisnkind of solution to returning T4 core unit validity, and hence non-callin Commander reliance on them as units to counter callin Commanders, by using their abilities+core units. Where callins where a diversity ONTOP of normal tiering, rather than a way of completely circumventing tier structure.
The idea "sounds" good on paper, but once you start to really bite into how to implement it, how to practically make it hapoen in simple, coherent and practical terms, the games design at this point is constantly there blocking you. Try it. Once you start to try to write a concise itemised list of changes to actually concretely make it happen, every entry you make, ends up in 3 more problems until finally the games design as it is now today says "no", and thats that.
Im sorry guys, I tried, gave it my best, but I failed.
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The recent Rewind Cup matches demonstrated this in G2 I think it was of the_red_bear vs CieZ.
A good showcase match of what to do, and not to do.
To collapse it, basically it involved CieZ turtling till 100v400VP, and then striking out, showing the OKW side of this issue. In response, the_red_bear made some key mistakes, especially involving ZiS positioning and forgetting to use Mark Vehicle.
All that considered, I think its a very good match to watch to learn from mistakes etc of what to do, and what not to do.
Ill see if I can find the link to the match later, unless some kind generous soul beats me to it. |