Constructor class rework
A lot of people brought this up, this is an area to compile suggestions of changes to the constructor class.
Mine are as follows:
Core issue with the class
Lets address the elephant in the room, why does the class need a rework?
Well from my experience it can drag the game to a grinding halt.
Helms deep's throne room is a good example of this! With proper defenses you can easily hold out for 10 minutes in this hallway, which isn't fun for attackers, and isn't really challenging for the defenders. Meaning people leave the server and that's not great.
so what can we do? (My suggustions)
I suggest we remove the constructor class entirely. The constructor and the engineer are occupy a similar enough niche but the engineer is underutilized mostly due to the versatility of the constructor classes block placement.
The power of the constructor class varies heavily depending on flag and its difficult to balance overall. So removing it is the best solution in my eyes.
Empowering engineer as a more balanced alternative to the playstyle would be easiest.
Empowered Engineer
People don't feel the class is effective, so we should make it more impactful
-reducing the cost of resources needed to build engineer structures , (maybe keeping build duration the same to avoid spam?)
- More varied siegeworks, similar to other game support classes.
Attackers engineer (goal is to elimiate chokepoints via alternate routes)
-build catapults?
-ladders (function similar to ladders on helms deep)
- tunnels (function similar to team fortress 2 teleporters, where you have to set up two entrances, that bypass walls at the cost to cooldowns/damage to it)
Defenders engineer (goal is to bolster current defenses to be utlized better)
-Bolster build (limit 1 per gate) increase the max HP of the gate by 10? x?
-Anti-Siege works? (Archer walls?, burning oil?, medieval siege works?)
-Archer fortifications? that deal more damage?
alternatively in place of blocks for engineer give it ladders.
Alternatively Limit the area where the can place blocks
Thats all I got, thoughts?
--------------------------------
Adding on other comments from Dr_Olex
I don't think we have to remove constructor at all. The main problem stems from the spammy nature of the wooden planks and the insane structures people build with it. Am I wrong in remembering that we added the material-pools for teams in an attempt to limit this spam and oversaturation of constructor wood on maps?
Is constructor wood even affected by or reliant on team materials? AFAIK it is not, so have we not just ended up back on square one with constructor? The only difference being that you can't CLOG gates.
I know you wanted to give players some sense of creative freedom by giving them freely placable blocks.
In large quantities this will be insufferable. If we start limiting building to certain areas or make a bunch of *'s for the building mechanic, it will just make the gameplay feel clunky and confusing.
Personally, I think the way to go is to limit the planks, if not removing them completely.
I think we can already give players a sense of creative freedom using our pre-built structures (The ones Engineer is currently using) Especially if we expand on them a bit.
Give a constructor 8 planks instead of 16?
Let them have 12 but make them only able to restock 2 at a time?
My suggestion for the 2 building classes:
Constructor
-Can place down prebuilt structures (barricades, cover and obstacles of different shapes and sizes) similarly to our current engineer, but is able to pick between multiple blueprints, not just the same identical barrier every time. (These structures can be placed pretty much anywhere there is space for it).
-Gets a small batch of planks that can be used to patch up holes and repair gates.
Engineer
- Can build and operate machinery in predetermined locations (Turrets, Catapults, Resupply stations, Ladders & Rams*)
- Not able to build as freely as constructor and is instead "tied" to certain areas of the map
This would make the classes play rather differently. While both are there to benefit the team, they do it in different ways. Constructor plays with the rest of the team in the heat of it all and assists them by changing the landscape of the battlefield, adding cover and making it harder for the enemy to progress.
Engineer on the other hand plays more independently as their "area" might not always be the frontline, and they are also able to deal damage on their own and have a larger impact themselves.
We could still give Engineer a small(er?) amount of blocks similar to constructor that can be used to repair gates.
*Ladders and rams could possibly be built by both classes?
In my perfect imaginary EW-world structures wouldn't take as long to build and trolls would have some way to damage structures more than other classes. Rocks for example.
A lot of people brought this up, this is an area to compile suggestions of changes to the constructor class.
Mine are as follows:
Core issue with the class
Lets address the elephant in the room, why does the class need a rework?
Well from my experience it can drag the game to a grinding halt.
Helms deep's throne room is a good example of this! With proper defenses you can easily hold out for 10 minutes in this hallway, which isn't fun for attackers, and isn't really challenging for the defenders. Meaning people leave the server and that's not great.
so what can we do? (My suggustions)
I suggest we remove the constructor class entirely. The constructor and the engineer are occupy a similar enough niche but the engineer is underutilized mostly due to the versatility of the constructor classes block placement.
The power of the constructor class varies heavily depending on flag and its difficult to balance overall. So removing it is the best solution in my eyes.
Empowering engineer as a more balanced alternative to the playstyle would be easiest.
Empowered Engineer
People don't feel the class is effective, so we should make it more impactful
-reducing the cost of resources needed to build engineer structures , (maybe keeping build duration the same to avoid spam?)
- More varied siegeworks, similar to other game support classes.
Attackers engineer (goal is to elimiate chokepoints via alternate routes)
-build catapults?
-ladders (function similar to ladders on helms deep)
- tunnels (function similar to team fortress 2 teleporters, where you have to set up two entrances, that bypass walls at the cost to cooldowns/damage to it)
Defenders engineer (goal is to bolster current defenses to be utlized better)
-Bolster build (limit 1 per gate) increase the max HP of the gate by 10? x?
-Anti-Siege works? (Archer walls?, burning oil?, medieval siege works?)
-Archer fortifications? that deal more damage?
alternatively in place of blocks for engineer give it ladders.
Alternatively Limit the area where the can place blocks
Thats all I got, thoughts?
--------------------------------
Adding on other comments from Dr_Olex
I don't think we have to remove constructor at all. The main problem stems from the spammy nature of the wooden planks and the insane structures people build with it. Am I wrong in remembering that we added the material-pools for teams in an attempt to limit this spam and oversaturation of constructor wood on maps?
Is constructor wood even affected by or reliant on team materials? AFAIK it is not, so have we not just ended up back on square one with constructor? The only difference being that you can't CLOG gates.
I know you wanted to give players some sense of creative freedom by giving them freely placable blocks.
In large quantities this will be insufferable. If we start limiting building to certain areas or make a bunch of *'s for the building mechanic, it will just make the gameplay feel clunky and confusing.
Personally, I think the way to go is to limit the planks, if not removing them completely.
I think we can already give players a sense of creative freedom using our pre-built structures (The ones Engineer is currently using) Especially if we expand on them a bit.
Give a constructor 8 planks instead of 16?
Let them have 12 but make them only able to restock 2 at a time?
My suggestion for the 2 building classes:
Constructor
-Can place down prebuilt structures (barricades, cover and obstacles of different shapes and sizes) similarly to our current engineer, but is able to pick between multiple blueprints, not just the same identical barrier every time. (These structures can be placed pretty much anywhere there is space for it).
-Gets a small batch of planks that can be used to patch up holes and repair gates.
Engineer
- Can build and operate machinery in predetermined locations (Turrets, Catapults, Resupply stations, Ladders & Rams*)
- Not able to build as freely as constructor and is instead "tied" to certain areas of the map
This would make the classes play rather differently. While both are there to benefit the team, they do it in different ways. Constructor plays with the rest of the team in the heat of it all and assists them by changing the landscape of the battlefield, adding cover and making it harder for the enemy to progress.
Engineer on the other hand plays more independently as their "area" might not always be the frontline, and they are also able to deal damage on their own and have a larger impact themselves.
We could still give Engineer a small(er?) amount of blocks similar to constructor that can be used to repair gates.
*Ladders and rams could possibly be built by both classes?
In my perfect imaginary EW-world structures wouldn't take as long to build and trolls would have some way to damage structures more than other classes. Rocks for example.