Author Topic: Perk cost modification for GV  (Read 1698 times)

Offline The Fugitive

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Re: Perk cost modification for GV
« Reply #15 on: July 31, 2011, 10:21:56 PM »
Its pretty easy to build perks in a tank.

One of these days I'm going to have to hook up with you and you can show me how to do that. I'm great at burning them off  :D

Offline FireDrgn

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Re: Perk cost modification for GV
« Reply #16 on: August 01, 2011, 12:08:25 AM »
i think someone mentioned a low loss of perks if killed by an air craft verses a GV  I kinda like that Idea.   Not sure if there are unforseen ramifications but hey might be worth thinking about.

I like the ops perk modification wish. 
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Offline Tank-Ace

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Re: Perk cost modification for GV
« Reply #17 on: August 01, 2011, 03:20:07 AM »
One of these days I'm going to have to hook up with you and you can show me how to do that. I'm great at burning them off  :D


Theres a simple formula:

Find spawn
get behind spawn
camp spawn
rinse and repeat
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Offline Vinkman

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Re: Perk cost modification for GV
« Reply #18 on: August 01, 2011, 09:05:51 AM »
Intention:
Balance the different perk risk levels taken by attackers and defenders, making it more "fair" and thus increasing the willingness to attack.

Situation:
Right now the risks someone takes when rolling a perked tank are very much different depending on if he is a defender or an attacker. Unlike with perked airplanes, a perked tank driver can hardly hope to get his perks back when spawning to an enemy base for a fight. While theoretically possible, it's rare for a Tiger or Tiger II driver to get the needed separation from enemy forces for a successful landing, especially as sooner or later aircraft will arive. The defender has all advantages: He can sit on pavement all the time, being able to land his perk ride even when turret, engine or tracks are gone. He may even ditch at a discount anywhere near his base when he's about to die (falling bombs), which the attacker can not. The defender also has potentially quicker access to supplies.
All this together means a defender doesn't risks his perks as much as a attacker who basically has to write his perks off the moment he spawns in. That's why highly perked tanks (Sherman, Panther, Tigers) are very likely to be concrete sitters, waiting for inferior unperked tanks to show up. The attacker however is more willing to grab bombs for enemy King Tigers as rolling an KT himself, has his own perk loss is almost guaranteed. Again, in comparison to that a perked plane has much higher hopes to make it back home when bringing the fight to the enemy.

Proposed change:
A reduction in perk costs when spawning into enemy territory. Depending on amount of reduction, some players may even start to up Panthers or Fireflys in an attempt to break a spawn being camped by Tigers.





+1  and include the changes to the spawn routine covered in the other thread to end camping.

Not sure what kind of discount would be the correct one though. Also how do you propose to display what the Attack vs Defend perks prior to spawning?
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Online Easyscor

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Re: Perk cost modification for GV
« Reply #19 on: August 01, 2011, 09:10:52 AM »
Intention:
Balance the different perk risk levels taken by attackers and defenders, making it more "fair" and thus increasing the willingness to attack.

Proposed change:
A reduction in perk costs when spawning into enemy territory. Depending on amount of reduction, some players may even start to up Panthers or Fireflys in an attempt to break a spawn being camped by Tigers.


What if the only runways at a vbase were inside the hangers, so none of the roads would give a landed successfully message? The maproom could be placed such that a tanker could not sit inside a hanger and cover it.

This would still be gamed if the only objective of the defender is to rack up low risk kills, but at least it would encourage him to move off the pavement. It might be an alternative to changing the perk system.
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Offline zippo

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Re: Perk cost modification for GV
« Reply #20 on: August 01, 2011, 01:12:44 PM »
What if the only runways at a vbase were inside the hangers, so none of the roads would give a landed successfully message? The maproom could be placed such that a tanker could not sit inside a hanger and cover it.

This would still be gamed if the only objective of the defender is to rack up low risk kills, but at least it would encourage him to move off the pavement. It might be an alternative to changing the perk system.
  I think Lusche's original post was intended as a way to increase the use of high cost perked rides in an offensive role.  As it is now, when they spawn into enemy territory, their perks are pretty much gone.  Odds of getting enough kills to make up the loss of perks and/or landing are really slim(how many m4's and panzers would have to be killed to earn enough perks to pay for a tiger 2?).   
  Someone suggested a "safe zone" ...I think buffs' guns are disabled when they are on the ground (?)...would the tanks guns be disabled if they were in range of a spawn?  Would stop spawn camping...except for the bombers.

+1 for the perk cost mod


Offline Tank-Ace

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Re: Perk cost modification for GV
« Reply #21 on: August 01, 2011, 01:42:58 PM »
What if the only runways at a vbase were inside the hangers, so none of the roads would give a landed successfully message? The maproom could be placed such that a tanker could not sit inside a hanger and cover it.

This would still be gamed if the only objective of the defender is to rack up low risk kills, but at least it would encourage him to move off the pavement. It might be an alternative to changing the perk system.

how about giving a discount if you up a GV at a spawn. It wouldn't be a perfect fix (some would up from a spawn and drive to a friendly base to defend, and at a couple multispawn bases), but it would really promote offensive use of tanks.
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Offline prowl3r

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Re: Perk cost modification for GV
« Reply #22 on: August 01, 2011, 03:45:13 PM »
+1 lusche perhaps the spawn risk should be the same as takeing a ditch in friendlt territory. as for the safe zone -1 i forsee a20s circleing said zone :noid
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Offline The Fugitive

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Re: Perk cost modification for GV
« Reply #23 on: August 01, 2011, 03:46:35 PM »
+1 lusche perhaps the spawn risk should be the same as takeing a ditch in friendlt territory. as for the safe zone -1 i forsee a20s circleing said zone :noid

as apposed to circling spawn points now?

Offline VonMessa

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Re: Perk cost modification for GV
« Reply #24 on: August 01, 2011, 03:52:03 PM »
 :aok
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Offline sparow

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Re: Perk cost modification for GV
« Reply #25 on: August 01, 2011, 04:20:48 PM »
I like this idea... To reward attack and promote the use of perked GVs in offensive actions is a good step toward better combats.

Add multi-spawn, dinamic spawns and no-perk points for bomb****s and there could be something really interesting brewing... besides the tanks, of course...

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Offline Killer91

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Re: Perk cost modification for GV
« Reply #26 on: August 02, 2011, 02:00:37 AM »
This idea gets a huge +1 from me! Been on rook lately and have been pretty outnumbered so perk bonus has been high and perk costs have been low so I've rolled a few KT's to enemy bases. But I can't rely on lopsided numbers and a 75% off perk sale forever and as soon as KT goes back to full price it'll be a concrete sitter for me.
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Offline Mano

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Re: Perk cost modification for GV
« Reply #27 on: August 02, 2011, 11:06:35 AM »
Quote
Proposed change:
A reduction in perk costs when spawning into enemy territory. Depending on amount of reduction, some players may even start to up Panthers or Fireflys in an attempt to break a spawn being camped by Tigers.

Good idea.
Try it for a ToD or two and see how it works out?

+1

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Offline grizz441

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Re: Perk cost modification for GV
« Reply #28 on: August 02, 2011, 11:45:05 AM »
Lusche does prove there is a problem with risk/reward here.

I think it would be better to come up with a more practical way to retreat and secure a successful land even when behind enemy lines and balance it that way as opposed to changing the perk prices.

Offline Tank-Ace

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Re: Perk cost modification for GV
« Reply #29 on: August 02, 2011, 01:24:58 PM »
come up with one that you can't sit on, and shoot at the enemy from then fine. I suggested we place tall hills around it with an opening facing away from the enemy, so that you have to be either inside of it or infront of it, but then people started whining about "oh god forbid we shoot at you while you land".

That would be a side-effect, yes. But if you honestly rather have a King Tiger shooting at you from the defacto concrete, then more power to you.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

"Once more unto the breach"