The future RvR system is designed to deal with four problems:magter3001 wrote:I just don't understand why the devs want to make siege so damn important in a pvp game. Balancing the classes I think is more important than giving all classes some weird new toy. It's Mythic all over again with the Skaven system. :/
The zerg problem (because the composition of RvR is linear - infantry only - there is no way to efficiently deal with large forces and the game becomes about having the largest blob. WAR is conspicuously missing an efficient counter to zerging - see StarCraft's Psi Storm, Reavers, Lurkers and Siege Tanks and Company of Heroes' artillery and high-explosive shells for tanks)
The large-scale problem (follows from the zerg problem - in very large scale engagements, the intricacies of each class's abilities become less and less important and counterable because there are so many people throwing so much **** at each other on the front lines that anything outside of simple damage/heal, KD or pull, especially AoE, becomes undervalued)
The population imbalance problem (also follows from the zerg problem - because RvR is about the largest blob a realm can muster and has no population control mechanism, it's vulnerable to being rendered intrinsically unfair by population shifts and imbalances, which some have already used as a means of opposition to faction locking - this is very very bad design)
The BO control problem (BOs are not valuable outside of attacking a keep)
When looking to solve the first two problems, I went straight to real warfare. How do armies respond to mass infantry attacks? How do they break them up and force multiple smaller engagements and tactics to be used? Artillery. Cannon fire. How convenient that we have these elements already in the game. It was decided to use these elements not only to attack the keep, but as reducers against mass forces, just as they would be employed in reality. Do you have any idea how devastating artillery is against massed infantry? Or how a force can be wrecked by enfilade fire from cannons? If you persist with this idea that RvR should continue to be about mass attacks in a game that is not capable of bringing much skill or interest to mass attacking, then you doom yourself already.
The third problem is also intended to be solved this way. Artillery weapons essentially act as massive force multipliers for a given player against zerg. It is intuitive to understand, therefore, that what was once something like 130 vs 190 becomes something more like 125 + 100 vs 190 if there are artillery pieces in play, and they are worth something like 20 players each. This means that controlling the BOs actually becomes more important than zerging, and that if the enemy is zerging while you're splitting up to control the BOs, you will destroy them with siege weapons. Exactly as you should, and this is the ONLY WAY you're going to get people to split up.
So, what do you do to deal with the population imbalance problem? You link supply caps and regeneration rate into your AAO. Done. You're throwing more men at me? I have more cannons to deal with you.
How this solves the last problem should, now, need no explanation. Control the BOs to, over time, increase your siege/barricade cap and the rate of income of new supplies. Combined with the towing from keep mechanic for siege, this results in a motive to attack all over the map rather than move around in a big zerg, which can and will be stomped into the floor by coordinated fire from multiple artillery pieces.
The idea that a zerg should have absolutely no counter needs to stop or RvR will remain ****.