norfenstein wrote:I'm assuming it will possible to reclaim build points for structures that are no longer needed, or otherwise be able to move them somehow. You would not leave them up because there would be no point in defending an area that has been drained of build points. The optimum strategy would be to constantly move all of your structures to where they would do the most good, i.e. defending fresh build point pools.
If it's a tiny base that's soul purpose was to deplete an area of its resources, why defend it? Just let it die.
norfenstein wrote:Is there anything I haven't thought of that local build point pools would get us that's not related to camping? Because I don't think that alone justifies it:
I think we've already addressed camping by making map control explicitly beneficial. If a team makes no effort to control more of the map, then the other team is free too, and would gain the advantage. Both local and global build point pools would accomplish that. Couple that with limiting the acquisition of funds for player upgrades while on territory you control and camping simply stops being a problem worth worrying about.
Except for the fact that large bases or multiple small bases are impossible to defend with out having massive amounts of players. And due to the constant influx of BP, there is no worry of needing to move base save for a massive, extremely well coordinated attack. Thus the player's are more likely to camp.
Also, what's the point of all this BP if players can only build so big before it becomes impossible to defend?
norfenstein wrote:It's players that camp, not bases. However, local build point pools would only force teams to move their bases, and not force players to stop camping in those bases. I don't think having to shift your tent a few meters as your base creeps forward makes much of a difference.
Correct, but it's bases that lead to camping. Why would a player camp anywhere but a base? It's safe, easy access to ammo, and unlimited health regen.
norfenstein wrote:I think it's possible that local build point pools could actually exacerbate camping by making players more defensive. Having to move base constantly gives builders a lot more work to do (building, deconstructing, and building more with those reclaimed points) which means they'll likely want more active defense from teammates -- and you'd be less inclined to leave your base anyway if you're not confident it can defend itself, which you never really could be if it's constantly changing.
I think any sort of BP pool with exacerbate camping, because people will want to protect thier resource miners. Why? Because no base is good enough against a coordinated enemy attack. If they where, camping would be even worse.
norfenstein wrote:Because sometimes one will be easier than the other. It's a fun strategic decision between going into unclaimed territory or reducing the enemy's resources. It depends on the map, on the skill of the teams, and on what the players enjoy.
Which is offense. It's always better to attack then to defend. You will ALWAYS loss if you only defend.
And you still have the option to do strategic maneuvers! You have MORE options with the resource map then you would have with global! With global there is no way to strategically deplete resources from the other team's area(s). With the Resource map there is.
norfenstein wrote:I'm not sure what issue you're worried about. Teams would end up with a base as big as they could defend, and the better team would end up with more of the map in their control. And it'd perfectly fine for a team to accept having a smaller-than-possible base if they wanted to focus more on wrecking the enemy than preserving their own stuff.
And those bases where SMALL. The biggest bases I ever saw built in trem where by the humans on Niveus and it was still a small base. It was a internal clan fight that I spectated and they could only build so big before it became undefendable/unmanageable. The bases wasn't even that big compared to the rest of the map.
What I'm worried about is camping. Your suggestion gives players a means of having near unlimited BP with out having to worry about it running out till what is basically our version of sudden death. They don't have to worry about strategic moves like depleting resources around the enemy's base, or slowly moving their base as one side depletes (it would be like watching an amoeba move if you think about it), or any other sort of strategy related to BP. A global pool removes that possible element of strategy as the only thing you CAN do is make our version of sudden death come quicker.
norfenstein wrote:My problem with local build point pools comes down to not seeing any benefits that it adds, and not thinking the behavior it will foster will be fun. As a builder I'd rather be able to pick a defensible spot for a base, fortify it, then work on expanding it with the build points it generates. If it stops generating build points altogether, then I'd be compelled to abandon it, because its structures could be better utilized elsewhere. The game for builders would be end up being about plotting a path through the entire map for the base to move through, and would presumably involve near-constant busywork of moving/deconstructing structures. Maybe that would be more fun than I'm imagining, but I'd rather just go with the simple approach.
You make that sound like hard work. That's, what, 3 or 4 button pushes? Have two people on a team do it and it's done in less than a minute.
Why would it be constant? I would think every 5-10 minutes is a good time for a resource miner to deplete an area.