[Suggestion] Backdoor protection
Was in a game today where we had a titan, pushed with it and eventually lost the resulting fight enough that we had to retreat. The titan kept pushing after our retreat and took down another entire shield battery. @Millea and others think this feels bad. It might also be unfair / too snowbally, but I'm not going to pretend to be a high-enough-level player to judge on that. At the bare minimum it "feels bad".
My suggestion is that we need some type of backdoor protection system as exists in Dota. The main idea is that structures are a lot harder to kill if no (non-Titan) enemy units are nearby; this means if there's just the Titan, even if it survives a while it won't do (as much) damage.
This could take the form of:
- strong hp regen on structures when no (non-Titan) enemy units nearby
- some type of shield (either actual shields, or just a "shield" of physical / magical resist) which is activated when no (non-Titan) enemy units are nearby
- a buff zone around buildings that provides a large physical-damage bonus to defending units when no (non-Titan) enemy units are nearby
Admittedly, any of these solutions could feel kind of artificial pretty easily, unless there was some good in-game "explanation" for it. (Dota's system does feel kind of arbitrary/artifical to me, but it serves a needed purpose.) Some other suggestions I've heard on the client chat that fulfill a similar/same purpose:
- Titans do less DPS and instead disable nearby enemy structures such as healing zones (helps an army to push with it vs. pushes on its own)
- Some type of active ability on the nexus that provides defense (probably single-target damage, since it's focused on taking out Titans? This ability could maybe be disabled when enemy units are nearby, so that it can only be used against lone Titans)
- Decreasing the DPS of Titans in general in favor of juggs and/or ion cannons, which could take over the pushing role. Maybe juggs and/or ion cannons would need DPS buff. This would make endgame pushing/winning much more economic based and much less about winning the center titanfight, which has advantages and disadvantages
Just some suggestions to run with.
Comments
I have no idea why Markdown isn't properly making a bulleted list on this post.
TIL to get a bulleted list, you have to have a fully blank line before the list starts.
Additional idea, which could help with the "arbitrariness" of many of the above systems and create interesting gameplay to boot. Instead of these backdoor protections being outright and automatically disabled by (non-Titan) enemy units nearby, perhaps the units have to take some action in order to disable the backdoor protection. For instance:
Either of these suggestions, combined with the backdoor protection ideas in the OP, would make the backdoor-protection system feel less arbitrary/artificial, and also create interesting tactical and play/counterplay situations when pushing or when defending.
To add to this, I just want to state what I feel like is a problem with the current titan system and why.
These are situations that are not uncommon that I have encountered before. I probably have replays somewhere but they're probably easier to illustrate in listing what happens.
Another situation
A third situation
A situation similar to the third:
Most of these super annoying situations are caused by the titan being able to kill buildings by itself even when the enemy team has 3 armies on it.
Now of course they don't happen every game, and in some games the titan mechanic works better than others, but I feel like the annoying situations aren't uncommon. The "backdoor protection" is one way of solving this problem.
Another suggestion in the same category as @cdiss 's suggestions
Sort of unrelated points that I couldn't fit anywhere else:
I do like the idea of making ion cannons do substantially more damage and being used to back up a push until they are destroyed, but it just feels weird that they're a small supplement to titans' huge dps rather than a force on their own.
The first titans' dps feels a lot better than later titans' dps. The first titans' dps is half of the second titans
TL:DR: Titans in the later stages of the game being able to destroy structures without support despite enemy armies trying to kill them leads to many extraordinarily annoying situations which are not uncommon.
I tend to think that titans are more of the problem than simply backdooring. The RTS elements of this game should (imo) promote multitasking and stretching teams, and attacking one point while a juggernaut/titan attacks another is a nice dynamic. Although I think your solution is acceptable, I think there are other possibilities.
I wouldn't mind seeing a few iterations with some sort of ability either defensive/offensive on the Archive itself to really slow down any titan play that chooses to ignore the batteries without a serious sustained attack with the armies as well...
In general though, I think the titans as a push mechanic is one of the key mechanics that makes the game feel less like a 50/50 moba/rts hybrid and more like a MOBA. I would like to see armies end the game, and I would like to see a more robust production and economy enable less penalties for taking risks with your armies (as long as the economy backing is there) so that you don't need these contrived "game ending" mechanics.