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The More You Know: H&g Strategy Game And Cw


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#1 TheCharlatan

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Posted 01 December 2015 - 01:09 AM

Hello Mechwarriors,

I've recently had the chance of watching the game "Heroes & Generals" (which is a standard arcadey WW2 FPS shooter) but what caught my eye was it's "Strategy Game".
It's a browser based game where game vets, called "generals" get a certain amount of "warfounds" (in game currency, earned by playing the game) to buy "assault teams" (basically spawn and respawn tokens for players on the ground), fighting the "War" (basically our CW) on the various nodes on a big map of europe.
When 2 or more assault teams from opposing factions meet on a "node", a battle ensues, and it gets played normally. If not enough players show up after 30 minutes, the match is "auto-resolved" (no "ghost drops").
Of course the team with the more "assault teams" have an advantage (they can respawn more often) but since the number of players in match is locked, putting up a good fight can deplete the enemy's resources.
The assault teams take time and resources to move and heal up.
Periodically, the "War" ends and someone wins, and they start over.

There is more to the system, and if you are interested you can search a bit for videos, but you get the idea.

I belive that PGI could learn from this approach: groups (a use for the unit coffers!) and rich players could buy CW resources with their c-bills, and deploy them on the CW map.
These resources could initially just indicate what planets are being attacked.

Later on, they could decide what mechs are available on the ground, and in what numbers, and could be used to change what consumables could be used.
For example, a lightly defended garrison on a planet could only issue light mechs, with only 2 respawns each defender, but they could have access to many air-strikes, because someone gave the garrison a "aircraft field" upgrade.
Later on, when we have a working AI, resources could be bot tanks, aircraft, infantry, and so on.

What do you guys think?





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