Disclaimer: I realise that the notion of asymmetrical teams will not be to everyone’s liking. This thread is specifically here to discuss the concept for those that think it might be worth pursuing. For those that think the whole idea is a waste of time, (with all due respect) that’s OK with me, and you don’t need to spend precious moments reading or replying to this
OK so,
I’ve been toying with the idea of some really asymmetrical team loading on maps. For example, a close quarters street map where the Russians have, say a 2:1 player ratio (not reinforcements, but actual players), however the Russians are equipped with, say, only rifleman positions and maybe 1 or 2 squad leaders. The Germans have half the numbers, but much more firepower (assault weapons etc) at their disposal.
There are, undoubtedly going to be some problems with this kind of map, but that shouldn’t render the whole concept bunk. Some issues to be overcome include:
1. Map balance. Obviously balance isn’t historical, but levels need to be at least winnable for both sides in a game. I think this kind of map would have to be well tested…and well designed. But we learned with RO1 that map balanced can be, and is, adjusted on the fly as modders/ players get the feel for new maps. I don’t think balance is an insurmountable issue
2. Coding. Does the game coding even allow for asymmetrical teams (even modded levels)? Obviously, team reinforcements can be asymmetrical, but what about active players? And how do you maintain the ratio when the map is not full?
I’m sure there are more. Happy to hear about possible technical/ gameplay issues and potential solutions.
OK so,
I’ve been toying with the idea of some really asymmetrical team loading on maps. For example, a close quarters street map where the Russians have, say a 2:1 player ratio (not reinforcements, but actual players), however the Russians are equipped with, say, only rifleman positions and maybe 1 or 2 squad leaders. The Germans have half the numbers, but much more firepower (assault weapons etc) at their disposal.
There are, undoubtedly going to be some problems with this kind of map, but that shouldn’t render the whole concept bunk. Some issues to be overcome include:
1. Map balance. Obviously balance isn’t historical, but levels need to be at least winnable for both sides in a game. I think this kind of map would have to be well tested…and well designed. But we learned with RO1 that map balanced can be, and is, adjusted on the fly as modders/ players get the feel for new maps. I don’t think balance is an insurmountable issue
2. Coding. Does the game coding even allow for asymmetrical teams (even modded levels)? Obviously, team reinforcements can be asymmetrical, but what about active players? And how do you maintain the ratio when the map is not full?
I’m sure there are more. Happy to hear about possible technical/ gameplay issues and potential solutions.
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