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Revamping of Supplies System


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With the introduction of the first Overdrive, it becomes clear that it makes a permanent change to the balance and importance of other player-activated supplies and drop boxes. I have several ideas about the entire supplies system that I think would improve them, and get rid of any difference between constant supply users and non-supply users.

 

First of all, I have found that players picking up supplies they don't need (a full-health tank picking up a repair kit, an already drugged up tank taking a DD, etc.) is very frustrating. One solution is to disallow players who already have their buffs to pick up any of the supplies they are using. The trouble with doing this is that picking up supplies to hinder the enemy team is a useful tactic used in high-level gameplay. Instead, supplies could drop more often. For example, instead of the current ~2.5-minute cooldown, the cooldown for drops could be reduced to ~1 minute. That way, picking up an un-needed supply would be less of an annoyance for the friendly team, but still a hindrance to the enemy.

 

Second of all, players activating multiple supplies to counter Overdrives, and in general, is also an issue. Overdrives are meant to be strategic, game-shifting supplies that are fought for, not just simply activated. So, why does it make sense for them to be only slightly better than drugging? My solution is to reduce the number of supplies that can normally be activated at once, as well as increasing the standard amount of time a single supply will last. For example, activating a single Double Armour would last for 40 seconds instead of the current 30 seconds, as changed in this topic. However, activating or picking up a second supply would reduce both their active times by, say, 10 seconds, with another 5 second reduction for each additional supply picked up or used. Overdrives, however, would not have this problem, as they are meant to be intentionally powerful. They would last for 40 seconds. This system could work alongside Smart Cooldowns, or replace them entirely. This would encourage players to use their supplies more carefully, but would still allow them to fight back against multiple Overdrives.

 

Of course, this would make Overdrives almost too powerful. So, I propose that when an Overdrive is active, picking up or using any additional supplies is disabled. Also, I think that only allowing three teammates to share in one player's Overdrive is balanced, so that having a very large nubmer of players using one Overdrive is not completely overwhelming without some competence.

 

Also, I think that Repair Kit is slightly underpowered now. I think that increasing the initial heal to 1500 instead of 1000 would allow it to be used under cover in the face of heavy damage, but also be mostly usable in direct combat.

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Valid

It's hard to judge what this will be like without being able to test it. I like the first idea, but I doubt that the rest are any good, since the current supplies already underwent a lot of changes and experiments, so I think that the current configuration is probably the best option. Also, don't forget that the Overdrive won't always be just a supply activation. Soon there will be unique overdrives for all hulls and the current one will be just one of seven, assigned to one of the hulls.

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Under review

 

It's hard to judge what this will be like without being able to test it. I like the first idea, but I doubt that the rest are any good, since the current supplies already underwent a lot of changes and experiments, so I think that the current configuration is probably the best option. Also, don't forget that the Overdrive won't always be just a supply activation. Soon there will be unique overdrives for all hulls and the current one will be just one of seven, assigned to one of the hulls.

Wouldn't that hull be OP because it would have the supply overdrive?

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Wouldn't that hull be OP because it would have the supply overdrive?

No idea. The other overdrives are meant to be equally as powerful.

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