Suggestion: Introducing Caravan Mechanics to Address Zerg Issues
Among other reasons why the concept of Zerg in real life is not realistic: In real life, resources such as food, water, tools, ammo, armaments, and other resources are finite, especially when in a foreign region far away from the origin of the departure. Unlike in MMORPGs, where players do not need to worry about resource constraints, real-life armies and populations have to consider the availability of resources and plan the logistics of moving a massive army. Maintaining a massive army or population without adequate resources would lead to famine, disease, and other issues.
I wanted to bring up a gameplay mechanic suggestion that could help address the potential "Zerg" issues in the game, following some aspects of the resource and logistics requirement above. We all know that zerging can sometimes take away from the strategic depth and enjoyment of large-scale battles, zergs often cause more grief on the defending side than the attacking side (but this is open to debate), so I'd like to propose a system that encourages more thoughtful coordination and strategy, especially on the aggressor side.
Introducing the Caravan Mechanic:
One of the unique features of Ashes of Creation is its minimal teleportation system, which makes logistics a significant concern. Additionally, the game already includes a caravan mechanic where players can transport resources. Leveraging these mechanics, I suggest introducing a new requirement for player raids when they venture outside their zone of origin (of the raid leaders; therefore, a raid is either an ally to the zone or not an ally).
Caravan Requirement: When a raid group decides to venture into enemy territory or outside their zone of origin for a raid, they must have a caravan accompany them. This caravan would serve as the primary source of supplies (armaments, reagents, food, water, etc) for the raid and perhaps even provide additional unique buffs to the raid based on the rarity of the resources stored in the caravan.
Vulnerability: The caravan, while crucial, would be vulnerable to attacks by opposing players. This adds an element of risk and strategic depth to the raid. If the opposing players manage to destroy the caravan, the raid group will face severe penalties that gradually get worse.
Proximity Matters: To sustain their default HP and energy, raid group members would need to remain close to the caravan. If they stray too far or the caravan is destroyed, they would accumulate penalties. These penalties could impact their combat effectiveness, speed, or other vital stats. If the caravan is destroyed and the players decide to leave the raid, they will lose the ability to track one another and see each other's health bars, etc.
Exemption for Node Citizens: Players who are citizens of a node (and therefore enjoy the protection of their node's defenses) may not need a caravan when participating in a raid within their node. This allows for a distinction between "home turf" and raids that take players into hostile territories for raiding or sieges. This exemption is up for debate as I can see how this exemption may award an unfair advantage to the defending players/raids, after all, the defending side may also resort to Zerg tactics themselves. An alternative suggestion/compromise could be that players of a raid while in their allied node still get penalties if their caravan is destroyed but the penalties would be less severe compared to the raids of other nodes of origin.
Why This Mechanic Helps:
Encourages Strategy: This system encourages raid groups to plan their attacks more strategically, considering logistics, protection of the caravan, and proximity to it during combat.
Reduces Zerging: By introducing these limitations, the game discourages the mindless Zerg rush tactic, promoting a more balanced and calculated approach to raids.
Adds Depth: It adds depth to raiding and caravan gameplay, making Ashes of Creation more engaging and immersive while utilizing two of its unique game features.
I believe that implementing such a system would enhance the overall experience in Ashes of Creation by fostering more dynamic and strategic gameplay. Of course, the specifics would need to be balanced carefully, but I think this idea has the potential to create exciting and memorable moments in the game.
What do you all think? Feel free to share your thoughts and suggestions on this proposed mechanic, and let's discuss how it might improve the game!