Does the BM need more defensive options?

We have a BM with typically 5-6 offensive options and only a single defensive option. I belive we need more defensive options in the black market for a couple reasons:

  • In 1v1, the game suffers a bit from the zero-sum nature of a trading simulation. Once one player falls behind, it is very difficult to come back. The counter-attacking nature of the goon squad can amplify this. A failed attack is doubly expensive for the attacker (wasted money on the goon AND getting counter attacked). It would be nice if there were also more passive defensive options that rewarded other styles of play.
  • In FFA play, the cost of our single defensive item skyrockets to the point that it is not affordable (over 100k). Also, when players are dogpiling on one opponent, there is little risk to the attacker since the attack might be hurled back at someone else. It would be nice if the defender of an advanced building had some options that might discourage individual attackers or perhaps lend defense against multiple attackers.

Some possibilities... please feel free to post modification suggestions or your own.

 

Force Field 

Basic shield with a radius of 1 tile to protect against area effect attacks. If any tile under the shield is struck, the shield absorbs 80% of the attack. The attack only lasts for 20% of the time (emp,power surge, mutiny,etc) or 20% damage (dynamite,nuke,etc). The shield remains but is reduced to half strength. On the next attack it will absorb 40% of the damage and is then destroyed.

 

Collusion Jammer

Cool down protection against groups ganging up on you. Protects 1 building from multiple consecutive attacks. Any building that has been attacked has a 60 second cool down before it can be attacked again. Collusion Jammer is never destroyed, but does not offer any protection after cool down period.

 

Blackmail

Charges the black market sabateurs who get caught red-handed. Protects a group of tiles with a radius of 1. Once any tile is struck, the attacker pays the defender the current black market price for the BM item used. Blackmail is destroyed after used.

 

 

21,455 views 4 replies
Reply #1 Top

Idea: Defensive BM doesn't have to be permanent. It could expire, after 120 seconds, the time of a Mutiny. Let's refer to it as DEF for now. DEF is placed on a tile, just like a Goon Squad. A DEF that expires prevents any further DEF being placed on that tile. So an expired DEF on an Offworld opens that Offworld up to pain. On the other hand, anything which reveals a DEF (such as PS or EMP AOE) triggers the DEF's catch ability. This returns the DEF to your inventory, so you can reuse it again somewhere, with its full 120s duration.

Effectively, this turns the FFA BM into mindgames rather than brute force. In the current meta with Goon Squad, players throw out the PS/EMP no matter if their opponent has a Goon Squad or not. If you know there's a DEF, you should wait out the 120s. A successful DEF catch is totally positive. This rewards knowledge and outplays.

Some combination of this and GalacticWino's Blackmail idea could be the foundation for an interesting alternative to the current Goon Squad. A suitable name would be "Paranoia" - its use means that you fear someone will hit you, and you will reap the benefits or costs of that paranoia.

As a side effect, it used to be that EMP > Goon > PS, but now both EMP and PS defeat Goon Squads because of the reflection mechanics. Paranoia completes the RPS by being good against both EMPs and PSes.

Reply #3 Top

Long answer: No and here's why I agree with Morgan.

 

In 1v1 a lot of people think it's a killer if you get that first EMP reigned on you if you founded first. It's not. A lot of players found first and play it wrong. If you take the chance and found first you need to configure your HQ to withstand that first attack if it comes. Now maybe that means you can't do a steel triangle until you can buy a goon. So be it. Split your steel and you're ok. It discourages them from going after you because now the EMP is a lot less effective. It's how it's played that counts and most people go for maximum efficiency off the bat and get burned.

Even if you don't split steel and get hit with the EMP it is never a game ender. I've been in that scenario tons of times and there is plenty of time to recover. You'll be a step slower to certain things but that's part of the tradeoff if you decide to found first. If you're not prepared for it that means you're founding too early.

 

I'm a very frequent black market user (maybe too frequent sometimes). I would hate to see more defensive stuff. Defense is BORING. What's more satisfying?

 

1. Buying a goon squad and applying it to a tile where it may or may not even come into play in the game

OR

2. Buying an EMP and torching the living daylights out of another player

 

I rest my case.    :thumbsup:

 

To the point of an attack being twice as deadly if you hit a goon squad - i don't see an issue. There are plenty of ways to avoid a goon squad. EMP a blank tile next to your opponents stuff to expose where the goon is. Buy a spy. Don't EMP until you know it won't get intercepted. Guess a tile that isn't as effective to EMP but will most likely give you a direct hit no matter what.

To the point that goons sometimes get over $100k..that's also good. Pinging goon squads over and over and over is frankly really boring. There needs to be a threshold where gooning your tile over and over and over ceases. Nothing should be untouchable in the game.


tl;dr- I'm a fan of the black market as it is

 



 

 

Reply #4 Top

Quoting blackmagic1, reply 3
I'm a very frequent black market user (maybe too frequent sometimes). I would hate to see more defensive stuff. Defense is BORING.
End of blackmagic1's quote

I agree. Players reaching out to attack other players is better than players passively defending themselves.

I also don't think the counter-attacking nature of the goon is a bad thing in terms of perpetuating leads. It's basically a comeback mechanic if someone gets lucky, but the low chance of catching AOE effects makes catching PS/EMP a matter of luck rather than thought. (It doesn't happen that often, and is fortuitous when it does.)

Quoting blackmagic1, reply 3
To the point that goons sometimes get over $100k..that's also good. Pinging goon squads over and over and over is frankly really boring. There needs to be a threshold where gooning your tile over and over and over ceases. Nothing should be untouchable in the game.
End of blackmagic1's quote

I also agree that nobody should be allowed to goon their stuff forever, and pinging until goons run out is also pretty boring. The Goon Squad could be changed to the non-permanent option I described above, instead of adding another defensive option to the game. Since an expired Goon Squad leaves the tile vulnerable for the rest of the game, players won't just goon their Offworlds mechanically. This would also make the endgame a lot more exciting, since players can comeback with a series of catch outplays, instead of watching the profit % tick steadily upward until their inevitable loss.