Today, we’d like to discuss one of the Roadmap points, which is the construction of objects and trenches on the map.
Our thoughts and plan
When we first spoke about this feature in the initial Roadmap announcement, we mentioned that it would be an opportunity for armored vehicles that have limited amounts of ammunition for their main guns in order to try and mitigate this shortcoming.
However, during internal discussions we found it difficult to choose the criteria for vehicles that have limited ammunition. On one hand, not all vehicles with limited amounts of ammunition are able to quickly use it all up (for example, the Sturmmörser and Sturer Emil), and on the other hand, not all vehicles with a large amount of ammunition are suitable for advancing to capture points just to reload (for example, SPAAGs with small caliber weapons). Alongside this, some vehicles have several types of weapons of different calibers with different amounts of ammunition, and it’s not always possible to say what the main weapon is, how quickly its ammunition is consumed in battle, and how suitable the remaining weapons are for active and productive play.
Therefore, we’ve decided to expand and formalize the list of vehicles that can receive (based on voting results) this functionality. Vehicles include all Tank Destroyers, ATGM carriers (the type mentioned in the stat card, not any vehicle with ATGMs), all SPAA and SAMs, as well as ground vehicles with external rockets and bombs (such as the Calliope, M26 T99, RBT-5, Cromwell V (RP-3), Matilda Hedgehog, Magach Hydra). Tank Destroyers, ATGM carriers, SPAA and SAMs are often not suitable for storming strategic points and playing at the front of battle, but at the same time they provide important support to teammates from the rear lines.
We’ve decided not to exclude any individual vehicles from this mechanic, including those with a large ammunition capacity, since for them the new mechanics will not provide any significant advantage, but can diversify the experience with them to some extent. Additionally, Tank Destroyers don’t have the option to use artillery strikes, meaning these new mechanics could become their specialty. External rockets like those mentioned above are very limited in their use and therefore can also have additional ammunition to expand the tactical capabilities of the vehicles with them without affecting balance much.
What we propose
We’re now proposing new functionality for a huge number of ground-based vehicles for the vehicle types mentioned above: the construction of interactive objects and landscape elements. Different objects will have different restrictions on the reuse and the number of uses per respawn, which is needed for balance reasons as well as to prevent large number of objects in battle.
Constructing these objects
The construction of each object will take some time. When constructing, the player must remain in place next to the object, similar to replenishing ammunition at a capture point. While doing this, the movement of your vehicle is not stopped; you’ll be able to drive away if there’s a threat nearby, and then return to continue the construction. Below are the approximate values of timers and number of uses that may be changed during implementation, testing or evaluation of this functionality. The proposed objects will have a fully-fledged damage model, meaning they can be destroyed by a hit or ram, and the changed landscape would behave in the same way as landscape dug up with a bulldozer or that has been bombed.
Destroying objects
Objects will only be able to be destroyed by the player who constructed them and the enemy team. This is to avoid toxic behavior from teammates, who will not be able to destroy your objects, this rule applies to all game modes. However, any altered terrain will not be affected by these changes.
What can be constructed
In total, there are currently two types of objects for construction and one possibility of changing the landscape:
[olist]
Below is a video of how changing the landscape might look like. Please note that this is just an automatic demonstration that changes the landscape much faster than we’ve suggested.
Plans for Arcade Battles
The mechanics of replenishing ammunition from boxes would logically and technically conflict with the mechanics of reloading missiles in Ground Arcade Battles, which is currently activated after the missiles are completely used up. In addition to this, the arcade reload mechanic currently blocks the replenishment of missiles at capture points. In view of these factors, if we add the construction of ammunition boxes, we plan to remove the mechanics of arcade reloading, since replenishing ammo from boxes is — in our view — a more understandable and universal game mechanic.
Thoughts?
New functionality always has the possibility of changing game tactics and add more variety. Having said this, we understand that it’ll introduce even more objects to the map and may complicate the detection, identification and destruction of the enemy, and digging trenches and creating mounds with a large number of vehicles may complicate navigation and movement on the map. Therefore, we’d like to hear your opinion! Share it in the comments and vote for or against adding these mechanics we propose to the game. Your feedback here is important to us, and we want to make sure that any changes to the game are aimed at improving the gameplay and meeting the needs of players.
ADD YOUR VOTE HERE