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Change the Supply System?
Yes
31.25%
5 31.25%
No
68.75%
11 68.75%
Total 16 vote(s) 100%
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ZOS please change the Supply System in AvA


Started by Artarius Aetius
Post #57123
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I am quite disappointed with the method ZOS is using for supply, supply depots, and the method of building siege.

Currently this is how supply depots and building siege will work.

* A depot provides supply to a keep, but instead of using a supply caravan to transport supply to a keep it just funnels it to the keep.

* You can't take supply from a supply camp like in GW2.

* Siege does not require supply to build and you can just use the siege blueprint and it will activate fully built. So a group could instantly drop 10 catapults.

Here is my solution to this.

* Having a supply caravan to travel to a keep to deliver supply to it adds another aspect to the game. You have to protect these caravans as well as the camps in order to have an influx of supply reach your keep.

* Have supply camps be like gw2. A tier 1 camp has 100 supply in it. Each player can hold up to 10 supply. Of course ESO will be larger so increase the supply amount a camp can hold. As you upgrade a camp its supply capacity increases. A camp regenerates 10 supply every 30s, increase it to as well to accommodate ESO AvA. Upgrades for supply camps increase supply delivered by caravans, amount of guards, guard strength, and add caravan guards. For ESO I would have caravans start out with guards and you can upgrade to increase the number of guards protecting the caravan. Caravans would look like the picture below but a little smaller wagon, driver, and 2 guards(which could be upgraded to 4 guards). If an enemy approaches the guards will attack but the caravan will continue on. The speed of a caravan is about walking speed. When it arrives at a tower or keep it will instantly give the tower/keep X amount of supply and will run back to the supply camp. If a caravan gets killed you'll have to wait X amount of time for a one to spawn.
[Image: 12577-1-1331391576.jpg]

* The purpose of a player being able to carry supply is to be able to repair damaged walls of a keep/tower or to build siege.

* Siege needs to be built manually. For ex: a player drops a catapult build site. A catapult requires 50 supply to build. Players that have supply have to interact with it to build it. So you'll have to manage your groups supply use wisely. While building the catapult enemy players can attack the build site dealing damage and could potentially destroy it if the builders run out of supply to build it. This allows defenders a chance to prevent siege from being built.

* A problem I've seen in GW2 is that supply camps were taken too easily. I would propose making them have wooden walls and gates surrounding the camp. The walls and gates would be much weaker than a keep/tower door but would allow defenders time to run over to the camp and defend it or not get face rolled by an incoming zerg if your at the camp. Also siege wouldn't be required to effectively take down a gate. Players could just face bash it. However siege would be required to take down a wall effectively, one catapult could do the trick.

A supply camp would look like this but with wooden gates.
[Image: 830px-HaltedStream.jpg]
This post was last modified: April 5th 2013, 02:29 PM by Artarius Aetius


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Post #57124
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Definitely, this method is much better than the current one.


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Post #57142
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I dont know, I feel the supply camps in GW2 were very poorly done. their protection as well as how the caravans work. Alot of other problems come from the GW2 map setup and the way supply camps are flipped and dont seem to matter because keeps and towers are flipped repeatly within hours.

TESO seems to be going more with the DAOC setup. the 1st main improvement is the zone its like a pie with slices belonging to each alliance with bottlenecks where the borders meet. this means you will have the homeland advantage, the enemy has to travel further and rienforcements are harder to get as where the homeland port is close and bottlenecks are points that can be protected. with this is effect you will not see Keep / supply camp flipping very often. this is why everyone complains about GW2 WvWvW not being like DAOC RvR. This also gives the "these lands belong to my alliance and i need to protect them feel"

The second being it looks like keeps will be harder to take, there will be patrolling guards that warn the guilds when enemies are near. this is how it was in DAOC. people could actually get there and defend. owning a keep and upgrading means something, so does defending it. In GW2 no body cares because everything is easy to take, and since everything is just up for grabs and doesnt belong to one side, no one has the sense of "this belongs to my realm and i need to protect it. Also there are 4 maps, this makes it feel like 4 mini games that have no efefct on the war. when you have 1 gaint map, you can always go where you are needed, to make sure to help your realm.

I have feeling that supply will work fine how they have it as long as the keep are very hard to seige. and thus taking control of an enemy camp will be whats needed to weeken the keep to help get it back.
This post was last modified: April 5th 2013, 03:29 PM by Pirhana7








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Post #57143
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i like how you can just drop a few catpults i think it could make it a more heavy war but it will probably look really strange and could be annoying, i understand tht but im saying 'no' because what ZOS has done with the PvP so far is just amazing already. it may change though towards lauch or after lauch


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Post #57455
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ummm i see some of this make sense, but i really hate the part about "instant drop of catapults" they should take time to build, and defense should haw chance to destroy them, this way there is a need to defend the catapults to actually make them effective.

Now escorting "supply" can be really annoying and if not defended people just take it, it will create a big annoying system, that no one would enjoy to do it.
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Post #57510
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Same as on Beth forum, I simply vote no as all this is a pure speculation. Ask me again when details about PvP are released by Zenimax


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Post #57515
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Personally I can see where caravans would be desired from like an immersion standpoint, but when I think about it like how would I feel having t constantly be running back and forth from keep to farm/quarry/mine etc, guarding those things when I'd much rather be attacking or defending more keeps? I think they way they want you to work with cutting off supply lines is actually taking these smaller targets, as in the forts and farms and such. Instead of just raiding a caravan, take the source of the supply, and have it start feeding your own keeps. This adds to immersion as well as when a guild wants to take a keep from an opposing guild, first thing they'll probably wanna do is take e surrounding mines and farms. No need for caravans, and since a small 5 man group could take these smaller targets they should have a good balance of being fairly easy but not too much so.


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Post #57517
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Pardon my (not so) blissful ignorance but where did you guys get your info from regarding the exact mechanics regarding supply?
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Post #57526
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Yeah, I would kind of like some evidence, even still the game is months from release. They may have people playing like this in BETA to speed things up.


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Post #57535
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If this thread holds any grounds, it belongs to beta forums, not to the vision of the public's eye.


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