Intention: I want to ensure that maps are still rotating in reasonable time.
I want to give the "strategic players" a bigger carrot
I don't want to accomplish that at the expense of any other playing styleI don't want to dumb down anything, or to make captures easier again
I do want to create more hotspots for fights
My basic idea:1. Maps are up for 2 weeks at most, then they are rotated out. This is to prevent continuous stale situations and to get players totally bored if there's a map up they totally dislike.
2. And another strategic victory level, so that we have two:
Crushing Victory: The old one. capture 40% of both countries. Get 25 perks per category. Will be very difficult to pull of. Players can be "proud"... if they care
Marginal Victory: When the arena resets, determine a winner. Chesspiece with the most bases or points (see my "advanced" idea below) is declared to have won. Get 10 perks per category. Much easier, but smaller carrot.
Advantage: War winners have a reachable goal , but overall nothing much changes for everyone else. No need to downtune base captures or anything else. A Crushing Victory will be the ultimate, but very challenging & rare goal.
On top of that, my advanced idea:Intention
- a means to determine the winning country at reset
- creating combat hotspots and adding some more strategy
Way to achieve that: All bases are assigned a point value, depending on their type and distance from HQ. Victory determination is no longer based on simple base count, but total point value.
Large airbases close to the capital are much more valuable than some remote (and easily sneakable) airfield. Strat players have the choice: get that easy Vbase that's worth 1 point for victory purposes... or try to get that important, but extremely well defended large airfield worth 8 points towards victory?
Blowing a breach deep into the enemy's heartland is much more rewarding, but also much more difficult. Maybe this could actually create actual offensives, fronts and true lines of attack reminiscent of the old "capture order" but without it's rigidness?
Example for possible values:
Base values: Vbase 1, port 2, small field 3, med field 4, large field 5
Range modifier (sectors from HQ): 0=2.0, 1=1.8, 2=1.6, 3=1.4, 4=1.2, 5=1.0, 6+=0.8
One could even go further and assign point value to the factories and the city, to make them more valuable as a target and thus increasing gameplay variety
If you do not care about the war, there will be almost no difference, except for a possible creation of more prolonged fights over more "important" targets.