Well Crawler and I are working on something yes...
You should contact Quinn, seeing as he intends to implement an encyclopedia of some sorts directly into the game. I believe, his main issue, at the moment, is the work that'd require. |
All of you raise valid points, nevertheless I can hardly see how dumbing down the resource system will enrich gameplay. I think relic's decision to omit predetermined resource values is a good one, however to counteract the resulting campier gameplay, they need to employ a feature that motivates a player to vie for territories that aren't as easily held. My suggestion was one of many solutions. I just hope that with the Beta and the resulting player feedback, Relic will tune and maybe alter it so that the net result is a resource system that is both complex and dynamic.
Here's my suggestion, for those of you that haven't seen it:
The further a territory is from your base, the more valuable it should be, and accordingly outposts will also increase in worth the further they are built from your base. The desired effect is that it’ll encourage players to vie for territories that aren’t situated in the most convenient location, which will in turn force them to be clever about it. This dichotomy will hopefully induce an interesting interplay between capping aggressively and yet hindering your opponent from doing so themselves. |
|
@OnkelSam:
I completely agree with your points. However, I don't think that reverting to coh1's resource system is necessary, seeing as if tuned properly, the coh2 system could prove to be more complex and intriguing. Here's how:
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). Moreover, in the Alpha I observed that standard territories and outposts granted the same income increase irrespective of how far they were from your base. I found that very peculiar, since the new resource system provides for great opportunities to add depth to the system of coh1, and yet it felt dumbed down. I realize the game was in its Alpha stage, so instead of criticizing it, I’d like to suggest ways of improving.
The further a territory is from your base, the more valuable it should be, and accordingly outposts will also increase in worth the further they are built from your base. The desired effect is that it’ll encourage players to vie for territories that aren’t situated in the most convenient location, which will in turn force them to be clever about it. This dichotomy will hopefully induce an interesting interplay between capping aggressively and yet hindering your opponent from doing so themselves. For example, a player could attempt a fuel heavy strategy whose success lay in his/her ability to capture a sector adjacent to their enemy, create an outpost, and hold it until they have gathered enough resources for a fast armored push. Scenarios like this exhibit the potential of coh2s resource system if implemented and tuned properly. I genuinely believe that it’ll provide for a far wider array of opening strategies than coh1’s did. Unfortunately, in the alpha I noticed that, in most 1v1 games featuring good players, territory control was split pretty evenly between both players, since neither player really felt the need to attempt a territory push that might prove risky and costly. |
Yup, I also felt that a hill would fit the setting best.
It was nice to watch you map today. you should do that more often. I'm leander7777, btw. |
I'm not sure if I can suggest any balance changes at this point. However, from an aesthetics pov, I would suggest you add more diversity to- and reduce the density of the massive forests at both ends of the map. It looks very cluttered and fake, atm. You could maybe add a hilly forest, lake, or cliff just to beautify it a bit.
Edit: Also, the time of day is a bit dull. Nighttime or dawn would be pretty nice, imo. |
This along with Semois 2 are my favorite custom maps that aren't already in coh's map list. I'd really like them to be featured in a tournament. |
Bayeux is such a great map! At first, It's kinda hard to figure out as wehr since the middle is such a flanky deathtrap, but once you do, the brilliant design and layout really shines through. I'd love to see this in automatch. *Thumbs up*  |
Also, as great as the news is, I find it curious that Relic would invest so much in a game that is just about to be superseded. |
This is probably how Tribalbob planned for semois 2 to be added to coh1. 
Come on, guy! Let's get some more testing done, so we can get another map worthy of the big 3! |