Feedback:User/Leonim/Blueprint : Stockpile (supply)

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Suggestion : Stockpile blueprint[edit]

Any powermonger would tell you it is a vital tool to a campaign success : the ability to create a supply stockpile (yeah, i'm that old for this one to be one of my fav' game! ^^).

An unmovable and rather fragile object in the game world (compared to siege weapons) requiring 20 points to be built, this stockpile will then be able to host up to 80 supply. Non-capturable, destroyable if not cleverly guarded and positionned, they are self-excluding with any other stockpile or depot in a large radius (bubble). The stock starts empty, allies can participate or deplete it within those limit values.

Numbers can be tweaked through discussion and testing, but the main idea is there.


Gameplay[edit]

Common sense is to tighly defend them from enemies, both on personal and siege levels, though they are reputed tougher-protected against the latter.

The stockpiles allow supply runs (and team organization), even when nothing to built or repaired is required. Either to prepare an offensive, a take-over or to fall back on a defensive position (since it is self-excluding with the supply depot of most structures, only larger ones like keeps may allow the addition of stockpiles within their sheltered limits).

The drawbacks (building cost, potential content being destroyable) make them valuable targets both for offense and defense, while their uniqueness comes from them being the only way to store supply back (without spending it). The game balance is ensured by their large area of exclusion, small capacity and the inability to guess its contents from an outsider's point of view.


Strategical value[edit]

"Time-to-reach" is a major metrics in any battleground, especially fair ones : maps from the PvP Conquest are the best examples, but WvW's mirror nature is another of the importance of equality of chances in a good PvP game. Then, and only then, comes the battle of wits, and stockpiles will add another layer to a currently static (and sclerotic) system.

Caravans are the natural way for the flow of supply, which is per nature on passive regeneration, bleeding on every usage, patched up with any character responding to the call, but few way of healing a position... despite active participation. It is currently more a game within the game tied to numbers present.

When waves after waves come crashing at your door, slow caravans coming through the front door won't make it in time and you'll have to rely on player's initiative to reach for supply stashes in the vicinity to mount an effective counter-offensive, a flanking effort or not succomb to simple erosion. That's when logistics (well-planned stockpiles and supply lines) can make a whole difference.


An ethical problem[edit]

Griefers (and so-called double agents) could try to hoard supply far away from where it is needed, but less effectively than simply building loads of close-packed arrow carts and balistaes right beside the would-be bled supply depot.

On top of that, close supply stockpiles are by definition visible on the map for the whole server to see :

  • hence no way to hide them (but not to make them difficulty accessible, but it would be a pain for the griefer as well, which would generally defeat the purpose),
  • but no way to counter double-agents to transmit their locations as well, same problem as viewing every move of your allies from the server.

As I'm not fully aware of the restrictions on "viewing dots on the map", they may (and should) be restricted to a very large radius around your current position, something like double radar range (which would be tiny compared to the full size of any WvW map). Not to be counfounded with map icons that indicate where current battles and encounters are, party and squad members, etc. whose visibility are not limited in range.

Something similar should be implemented for nearby stockpiles (with a bit larger range, maybe three times the radar range), since you don't need the information about the whole map in this case, just the stuff around. And it would make double-crossing an exploration activity, which I still am not very supportive of... for the starting reason that player numbers on any WvW map is limited, and every bit counts.


Conclusion[edit]

Stockpiles, being a logical and logistical necessity, would make the WvW (World versus World) more dynamic and less revolving around natural choke-points and magnets that doors currently seem (to bored players waiting for the siege engines to do their work)... And also spice up attrition and supply mechanics.

Active players and small bands could become heroes of the day by efficiently keeping the supply coming (or the opposite), multiplying the skirmishes around the assieged structures, creating and/or maintaining breachs and diversions : organically rendering the maps and battles more lively.

It also helps experiencing the feeling of semi-persistence (through several game sessions, between a large number of players) in WvW.

Thanks for reading. -- User Leonim Sig.jpg Leonim [talk·contribs] 02:35, 19 April 2012 (UTC)