Kwakks Beta Tester 53 posts 2,111 battles Report post #1 Posted July 6, 2015 So ladies and gentlemen, What are your thoughts on the boundary mechanic? it has been some time since this was last debated in its own thread. My key question is, why should it be beneficial to slide along the boundary of a map? surely there should be incentive to move away from the boundary? My gut feeling is that there must be a more elegant solution to sliding along the boundary as it provides a clear benefit whilst at the same time breaking immersion. Share this post Link to post Share on other sites
Nethraniel Beta Tester 1,739 posts 1,782 battles Report post #2 Posted July 6, 2015 (edited) As I said before, quick and dirty solution would be hard borders, like Islands. Meaning full stop for any ship, no sliding Edited July 6, 2015 by Nethraniel 3 Share this post Link to post Share on other sites
specialkha Beta Tester 1,166 posts 2,327 battles Report post #3 Posted July 6, 2015 The more you slide, the more you take damage. 2 Share this post Link to post Share on other sites
Kwakks Beta Tester 53 posts 2,111 battles Report post #4 Posted July 6, 2015 I like the idea of hard borders, it provides a clear incentive to move away from the boundary. would you have a land mass graphic to go with this or just a pure invisible wall? Share this post Link to post Share on other sites
Nethraniel Beta Tester 1,739 posts 1,782 battles Report post #5 Posted July 6, 2015 I would go with the invisible wall. Land masses everywhere around would be like fighting in a bowl 1 Share this post Link to post Share on other sites
Kwakks Beta Tester 53 posts 2,111 battles Report post #6 Posted July 6, 2015 That's a fair point. I like the idea of increased damage as well. I guess another question for this thread would be... does anyone like the current mechanic? and why? Share this post Link to post Share on other sites
Dai2 Beta Tester 347 posts 686 battles Report post #7 Posted July 6, 2015 I would want to have a 30 second countdown when you go out of the boundaries, then Sobmarines would start torping you, with perfectly aimed salvoes of 4 torpedoes appearing 500 m from you every 10 seconds. Share this post Link to post Share on other sites
specialkha Beta Tester 1,166 posts 2,327 battles Report post #8 Posted July 6, 2015 That's a fair point. I like the idea of increased damage as well. I guess another question for this thread would be... does anyone like the current mechanic? and why? I saw that more like a DOT that would damage your ship as long as you slide. A bit like when you ram into a team mate, but the damage would be far higher and would increased over time. Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #9 Posted July 6, 2015 I still like the idea that you can sail out of it but get a 30s countdown. Then a submarine torpedoes you Share this post Link to post Share on other sites
Argysh Beta Tester 179 posts 2,542 battles Report post #10 Posted July 6, 2015 I would want to have a 30 second countdown when you go out of the boundaries, then Sobmarines would start torping you, with perfectly aimed salvoes of 4 torpedoes appearing 500 m from you every 10 seconds. Which would basically be a nice visual representation of: The more you slide, the more you take damage. I like all of those suggestions. dmg, hard stop or even a simple xx seconds and you're dead. But the way it is now is... Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #11 Posted July 6, 2015 Ah but who would get the kill? And is it fair if your rudder is jammed (it's funny of course) Share this post Link to post Share on other sites
Dai2 Beta Tester 347 posts 686 battles Report post #12 Posted July 6, 2015 Argysh, on 06 July 2015 - 04:56 PM, said: Which would basically be a nice visual representation of: I like all of those suggestions. dmg, hard stop or even a simple xx seconds and you're dead. But the way it is now is... no, what I mean is that you can get out of the frontiers of the maps, for like 3 km, but that is submarine zone and you can get torps. Admiral_noodle, on 06 July 2015 - 04:59 PM, said: Ah but who would get the kill? And is it fair if your rudder is jammed (it's funny of course) The man who did the most damage to you gets the kill, if your rudder is jammed the guy who jammed your rudder gets the kill. Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #13 Posted July 6, 2015 Fair enough. Of course WG would need to make the maps a little bigger to have the fatal sub zone. It would look better than the boundary skiing though. Share this post Link to post Share on other sites
Kwakks Beta Tester 53 posts 2,111 battles Report post #14 Posted July 6, 2015 The sub zone sounds like a good option. Does nobody like it in its current state? I would be genuinely interested to hear the counter argument. Share this post Link to post Share on other sites
DtXpwnz Beta Tester 1,160 posts 377 battles Report post #15 Posted July 6, 2015 The sub zone sounds like a good option. Does nobody like it in its current state? I would be genuinely interested to hear the counter argument. I don't like it but it is necessary for all mid-tier CVs. Share this post Link to post Share on other sites
Figment Beta Tester 3,801 posts 10,499 battles Report post #16 Posted July 6, 2015 There should be pies at the center of the map. Share this post Link to post Share on other sites
Kaptain_Tripps Beta Tester 239 posts 5,517 battles Report post #17 Posted July 6, 2015 It's mostly CVs that do it as they at the border the most and I would say it is partially responsible for the hatred for them. Whoever is doing it though it is an awful mechanic, inelegant and clearly very exploitable. A minefield could work as well as Sub strikes, an idea I like, you get a warning then if you don't turn back in you start hitting mines Share this post Link to post Share on other sites
Figment Beta Tester 3,801 posts 10,499 battles Report post #18 Posted July 6, 2015 It's mostly CVs that do it as they at the border the most and I would say it is partially responsible for the hatred for them. Whoever is doing it though it is an awful mechanic, inelegant and clearly very exploitable. A minefield could work as well as Sub strikes, an idea I like, you get a warning then if you don't turn back in you start hitting mines Hatred for carriers hugging the map? You should love them: they're halfing their damage output. Share this post Link to post Share on other sites
DtXpwnz Beta Tester 1,160 posts 377 battles Report post #19 Posted July 6, 2015 It's mostly CVs that do it as they at the border the most and I would say it is partially responsible for the hatred for them. Whoever is doing it though it is an awful mechanic, inelegant and clearly very exploitable. A minefield could work as well as Sub strikes, an idea I like, you get a warning then if you don't turn back in you start hitting mines CVs in mid tiers (T5 and above in IJN CV line) have to hug the corner in the beginning during the "kill, or be kiled" phase of CV gameplay. You cannot survive attack from enemy strike CV and on mid tiers, there are no CAs to support you with their panic ability and even sometimes random teammates will just ignore you. So edge of the map is the only thing that gives you a chance to survive. If CV hugs the edge the entire battle, well.. he sucks. Share this post Link to post Share on other sites
[ST-EU] Admiral_noodle Supertest Coordinator 6,337 posts 4,395 battles Report post #20 Posted July 6, 2015 No cruiser support? I've been on loads of games where the CV requests AA cover and more than one cruiser obliges. I've done I myself in New Orleans (which I miss lots) Share this post Link to post Share on other sites
Dai2 Beta Tester 347 posts 686 battles Report post #21 Posted July 6, 2015 No cruiser support? I've been on loads of games where the CV requests AA cover and more than one cruiser obliges. I've done I myself in New Orleans (which I miss lots) HAHAHAHAHAHA that was in CBT, with ok players, now its the GIANT NOOBFEST TIME!!!! Share this post Link to post Share on other sites
Grimdorf Beta Tester 97 posts 1,294 battles Report post #22 Posted July 6, 2015 (edited) The more you slide, the more you take damage. +1 It should be worked just like ramming a friendly ship....take a small but constant damage. Edited July 6, 2015 by Grimdorf Share this post Link to post Share on other sites
DtXpwnz Beta Tester 1,160 posts 377 battles Report post #23 Posted July 6, 2015 No cruiser support? I've been on loads of games where the CV requests AA cover and more than one cruiser obliges. I've done I myself in New Orleans (which I miss lots)both scenarios happen... random teams, not much you can do about it. Share this post Link to post Share on other sites
[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #24 Posted July 6, 2015 In WoT they are treated as walls so why not here as well? a ship will simply stop if rammed a a boundary and you have to reverse to get out! Share this post Link to post Share on other sites
LMN118 Players 243 posts Report post #25 Posted July 6, 2015 (edited) I take you mean by halving their damage output you mean by the time it takes to cover the distance, rearm and go back out. I just got the Langley but I've found that in general: Players don't offer any support to larger ships in terms of protecting them from other ships or enemy air The maps are so small that if I wanted that support and moved into the central area of the map every enemy ship on the map in addition to enemy air will quickly destroy your ship. You often end up in battles with one carrier against two which results in your entire air arm being shot down. I realise this might change with larger maps later on but by then we've already learned that closing the distance equals a quick death to torpedos. The game is essentially teaching bad tactics by bad map design. As for the boundary, an out of bounds system is needed rather than a hard wall with a suitable time delay to allow even larger, slower ships to turn and get out. The current boundary tends to get larger ships stuck and you can't escape due to inertia. Edited July 6, 2015 by LMN118 Share this post Link to post Share on other sites