Resource Rework Proposal - Hell Let Loose

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In this video I go over a detailed proposal for changes I'd like to see made to the resource system in the game Hell Let Loose. Make sure to comment with your feedback! Thanks for watching!

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Sam_15_SVK's Proposals:

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00:00 Intro
00:49 Pre-Nodes
01:21 Phase 1
02:46 Phase 2
03:57 Phase 3
04:43 Proposal
12:44 Sam_15's Proposals
13:18 Proposal Goals
14:28 Outro

#hellletloosetactics #hellletloosetips #hellletloose
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Ongoing revisions:

1. Nodes further forward would not suffer compounding resource loss. Meaning that if your HQ sector fuel node and Zone 2 fuel node were both dismantled your Zone 3 fuel node would not suffer a reduction twice over. It would still be gaining +5\min. It’s just now you would have to rebuild both nodes in order to return to max gain.

2. If redeploying is somehow changed\limited then I think it becomes a good idea to give the satchel back to the recon squad. If redeployment were to remain unchanged you would end up with spotters just placing their satchel, then redeploying to get a new satchel, then placing a satchel, then redeploying, etc…

3. Having the yellow circles change color or making the nodes turn red would be a way to indicate that the node is suffering from being “cut off.”

4. Final Stand & Encouraged would be instantly negated when either gaining or losing ground past their respective thresholds. For instance: If I were to call Final Stand in just before we captured the center strongpoint I would not be able to use it to also call in Encouraged once the point was taken. Final Stand would instantly become voided and unavailable once we took the center point. You would only ever be able to use one or the other.

GebatronGaming
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Someone Black Matter please! HIRE Gebatron! Thank you! Amazing content as usual mate. Admirable insight on meta and the synergy in between meta and in game economy. Hats off good ser!

Aetlaify
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Now that I understand the game more deeply, this is an incredibly succinct and impressive approach to increasing the interactivity and planning behind these resources.

Excellent ideas.

RigorousBarley
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I like the idea. I wish the nodes were expanded even further. For example, munitions nodes could function as ammo caches for infantry. Manpower nodes could reduce respawn timers on garrisons/ops in the area of effect. Fuel nodes could function as ammo caches for srmor.
Make the nodes physically larger, so they have to be placed in more obvious and open areas. Maybe they could make a Depot instead, which would produce all resources but would require a 25m^2 area to build in and cost 200 supplies. Maybe depot blueprints could be deployable by commanders and require other roles to hammer together. Lock depots to 1 per team along with the same number of regular nodes. So long as a depots is active, new commander orders could unlock forcing players to build and defend those locations.

Benward
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I have been trying to come up with how they could do it better for a while, and I think in the current system, this nails it. The way it is now, it may as well not even exist, and most the time you end up with so many resources it's ridiculous, all tanks heavy tanks, endless munitions, etc, something needs to change. Anyway, I love your videos, keep up the good work.

Rustyerino
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I really like what you’ve proposed here. I never knew it wasnt the current system. That makes more sense. Ammo boxes and satchels on recon are a very interesting topic as well.

Smoyers
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This makes alot of sense! Although it could be complicated for new players to comprehend, but I guess the whole game is at times. Luckily HLL has a great community, and cornerstone contributors such as yourself. Keep up the great ideas and enlightening videos👍

Willaxen
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in regard of ammo, I would suggest going in a smiliar directin as Squad does. A while ago they introduced a system called "ammo persistence". It basically means that you respawn with the ammo you had on you, before you died. The exceptions are:
- Spawning in your HQ
- You always have a minimum loadout that you can not fall under. This is something like 1 bandage and two magazines (assault rifles)

You could do something something similar in which you would not always spawn with full ammo and introduce a way to resupply. This could be something like spawning or being in a sector that has a ammo node on it.

SchlagerFreund
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Great stuff! I wish devs would take players feedback more often. :)

aronlisy
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Love this idea Gebatron. Sure it might need tweaking here and there but i cant think of any better ways to do that myself as im still fairly new to the game im sure others might have suggestions to add or remove from it, its a great proposal.

hazed
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Really like your ideas, all of them incl. the extras in your comment.

honeyloops
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I really like this. It gives a much better "Supply chain" feel to the game. My only concern is with learning this method for new players. I still remember the frustration of Nodes built in HQ for +0min in the old game modes by players that did not understand the meta. The same would apply here when Engineers build nodes outside of active zones, but in friendly territory. You either allow this to happen for +0min and rely on players teaching others about it (easiest method to implement) or you just disallow them to be built in game (harder for devs to implement). Otherwise, this is great. It encourages team work and keeps the engineers moving with the front line.

siwhite_
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Good video, I agree with almost anything. The one big thing I think they need to change is the manual destruction: holding the F for an eternity is not fun at all. I think that the more people are manually destroying the same node, the quicker it should go. Also, I'd like nodes to have a 'healtbar' so that if you're gone like 90% through the process and for any reason you stop it, it does not make sense having to restart from the beginning again. At the same time engeneers should be able to 'repair' partially dismantled nodes.

MarcoChurchH
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IIRC, way early on in the kickstarter, devs were talking about preset resource pools that would be placed on the map that players could fight over as a secondary objective. Sort of like Company of Heroes. I wonder if something like that could be implemented into the game now using the nodes? Almost like a secondary strongpoint that the nodes have to be built on, preventing players from tucking them far back into a corner somewhere and forgetting about them. This would turn the node system into something that needs to be actively defended rather than a game of hide and seek, and it would hopefully necessitate teams having a wider frontline, especially if the node strongpoint was in a neighbouring sector to the cap strongpoint. A system like this would need to have the nodes invulnerable to artillery and commander abilities though, since it would make node placement a lot more predictable.

I also wouldn't mind nodes having a more active role in gameplay. Restocking ammo at ammo nodes would be a good start, but I think it should be more than that. Like, for example, not having an ammo node in your sector means you spawn with a bit less ammo/grenades. Or not having manpower locks out certain powerful roles/loadouts (but not essentials like AT, support, or engineer). Or not having a fuel node on the frontline slightly increases the cooldown for vehicle spawns, or makes the frontline vehicle repair stations not function, something like that.

I really like your proposal of the nodes acting much more like a supply chain, where it can spread the dominating team a little thin because they need to keep defending their larger territory from recon squads. I bet that would help counteract the steamroll effect quite a bit, especially with the first set of nodes giving so many resources in the HQ territory.

sandwichdelta
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Very intuitive system there. Great idea

Slim_Chrles
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As an Support main I would be really glad to have this system. I really hate to never gain the bonus nodes would give me. I hope your idea or something similiar will be introduced in the near future.

knowledgeofbarbarossa
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Heres an idea to add Perhaps ALSO once you have a "chain of nodes" there is no limitation or cost impairment on spawns from garrisons (i.e manpower cost) but if 1 node in chain is lost you have small impact on spawning and 2 or more a more severe impact. But importantly this would be obvious to everyone as a VISUAL CUE. A clean chain of nodes could mean :
green spawn buttons?, ( 1 node missing yellow buttons, 2 or more red buttons).
So you can still spawn and play but u know you could help your team by making things more efficient (i. e. Get those nodes up and running) Basically have it so that if no one is attacking your nodes you wouldnt notice any change in how the game is now, but if no nodes are built or they are destroyed theres instantly a noticable visual and gaming change.
The prices and state of the node chain should also be instantly noticeable in the commanders map and in the list of special commands . (if fuel nodes are missing or not built the tanks he can spawn are yellow or red in the list. If they are all built the list shows white as it is now)
This allows the commander to instantly notice something is wrong which should help reduce the load on the commander attention ot game awareness.
(i think the commander should, if he really wanted to be able to ignore this and pay the higher costs regardless. I dont think we should start making his options impossible to complete just give him ways and incentives to make the whole process more and more efficient and less costly. He can inform the squad leads he needs them to check their node chain, build them or rebuild any that have now been destroyed,
squad leads will also know this because he will see his own squads nodes in 3 different colours on the map perhaps? or the spawn countdown will be in green yellow or red? .
even a squad soldier will see green countdown to spawn or yellow or red (or this in combination with longer spawn times.)
Always somewhere theres a visual cue to say things could be improved or made faster/cheaper.

hazed
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my only issue is still with the steamroll issue, since say a team was pushed back to their final sector they would only be gaining +20/min compared to the enemy's +50/min, and even if they pushed and captured that next sector, it is still a +15/min gain compared to the enemy's only -5/min loss, which still leaves the odds heavily stacked in their favour.

Now maybe the team would be in disarray being pushed back, but the point still stands that one team's gain is not equivalent to the enemy's loss which makes it a much smaller loss for them, compared to then if the losing team got pushed out of their zone 2 which might only give the aggressors a +5/min, but it loses the defenders a whole -15/min, which is crippling when your income was only +35/min. the original +50/min compared to the +20/min would lead to a major pretty unfair advantage in artillery both on map and off-map, which is hell in both circumstances, coordinated artillery is a bitch in this game.

Otherwise the rework is excellent in my opinion, it draws people more to the defensive sectors, and i think it is an otherwise very well thought out rework, just the steamroll issue would still be there and needs to be addressed.

willemvandendolder
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Hi there. First off I like somebody else is trying to bring life into the resource system as well. Now, I am not sure if I missed it or it wasn't there... but you mentioned making income +20 in HQ and by -5 with every next sector row ( 7:15 ). I did something similar as you know. However, in your proposal I am missing any reward for not building the nodes in HQ.

So I wonder and feel I need to ask - what will be the driving point to build the nodes as far as possible in your proposal (instead of building them in HQ or simply as much back as possible for the greatest income)? @Gebatron Gaming
You mentioned some stuff but on the very end of the video jsut briefly without anything to imagine and think through about. Don't take this as criticizing, I am really interested in the way you would do it, I just see some holes I would like to seal, to understand.

sam__svk
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Very good ideas, all of them. I would go with fairly simple solution but so, that team is more dependent of nodes and those would be kind of mandatory for team to success. Now base resource generation is too high, you can pull it off with couple of nodes, if any. Generally, I'm also supporting any changes that encourages use of nodes, fortifications, mines, spawn points etc. for more advanced strategies.

One simple solution for redeployment abuse would be increase spawn time so it becomes less desirable option.

JaakkoTusa