- Proposal
Update To Construction Tools - Proposal
Update the construction tools to use experimentation relevant to the profession that crafts the tool.
I believe that Construction Tools, the way they currently exist, are not very intuitive and inconsistent when it comes to what kind of experimentation is used.
The professions that are tied to the specific tools makes complete sense, and think they can be left alone.
i.e. A Master Architect would specialize barricades and towers, but an Armorsmith would not.
I have color-coded the construction tools based on their current state.
- Sufficient
- Insufficient
Master Architect
- Barricade Construction Tool
- Structure Experimentation makes sense, as it obtained naturally through the profession tree
- Tower Construction Tool
- Droid Experimentation does not make sense, as it is not obtained naturally through the profession tree and I do not see the correlation of droids and a structure
- Changing this to use Structure Experimentation would make more sense
Master Weaponsmith
- Turret Construction Tool
- Weapon Experimentation makes sense, as it obtained naturally through the profession tree
Master Armorsmith
- Patrol Construction Tool
- Food Experimentation does not make sense, as it is not obtained naturally through the profession tree. The offensive version of this tool uses a completely different type of experimentation, when it does the exact same thing but on the opposing side
- Changing this to use Artisan Experimentation would make more sense and make it consistent with the offensive version of this tool
- Offensive Patrol Construction Tool
- Artisan Experimentation is okay, as it obtained naturally through the Artisan tree. A little strange that all other tools until now have used a specific experimentation type
Master Droid Engineer
- Combat Vehicle Construction Tool
- Artisan Experimentation is okay, as it obtained naturally through the Artisan tree. Just like the previous construction tool, a little strange that all the other tools have used a specific experimentation type
Remove Special-forces Flip During Building Phase - Proposal
Remove the feature that flips Combatant players to Special-forces when they come within 120 meters of the General during the building phase.
The Special-forces flip was a very nice feature which prevented the defending forces from being able to endlessly repair their barricades, towers, and turrets. However, with this change, I believe the scales have tipped heavily into the favor of the attackers.
My proposal is to have the Special-forces flip only take effect 15 seconds after the building phase.
This would allow the builders to build defenses as Combatant, but enough time to leave after the building phase is over. It would still prevent the scenario of defenders being able to endlessly repair defenses unharmed.
- Justification
- I believe both of these proposals would help balance the current state of the GCW Invasions and increase the player-participation when defenders are not auto-flagged as Special-forces when building.
- Motivation
Update To Construction Tools - Motivation
Update the construction tools to use experimentation relevant to the profession that crafts the tool.
I believe this is a problem, because some of the tools require experimentation that have nothing to do with the profession that crafts that tool. For example, the Patrol Point Construction Tool using Food Experimentation, when it is crafted by a Master Armorsmith.
It also puts the defenders at a disadvantage. I do not know of many players that are Armorsmith/Chef, so the defending tools will be low quality and increment the Patrol pylon by only 5 resources. Whereas, the attackers Offensive Patrol tool uses Artisan Experimentation. This will cause the tool to be high quality and increment the Offensive Patrol pylons by 15+ resources. This allows the attackers to pump out Offensive Patrol pylons quicker and more efficiently.
Remove Special-forces Flip During Building Phase - Motivation
Remove the feature that flips Combatant players to Special-forces when they come within 120 meters of the General during the building phase.
I believe this is a problem, because the attackers have an advantage over the defenders. You can have the attackers building their offensive while Combatant, while the defending crafters who are forced to be Special-forces are getting instantly killed by the combat character players that will be attacking.
While you could make the argument that the defenders could have combat character players defend the crafters as they build defenses, I don't think Restoration has the population or player-participation in GCW invasions for this to happen.
After doing around ~20 GCW Invasions, I have decided to create a PlayerVoice to share my thoughts and possible changes to the current GCW Invasion system.
For reference; here is which professions craft which tools and what type of experimentation is used.
For reference; here is which professions craft which tools and what type of experimentation is used.
Profession | Construction Tool | Experimentation Used |
---|---|---|
Master Architect | Barricade Construction Tool | Structure Experimentation |
Master Architect | Tower Construction Tool | Droid Experimentation |
Master Weaponsmith | Turret Construction Tool | Weapon Experimentation |
Master Armorsmith | Patrol Construction Tool | Food Experimentation |
Master Armorsmith | Offensive Patrol Construction Tool | Artisan Experimentation |
Master Droid Engineer | Combat Vehicle Construction Tool | Artisan Experimentation |