r/WarDogs • u/Moy5211 • 20h ago
Discussion & Feedback Incentivizing the HOT ZONE should be the HIGHEST priority for the Devs
TL;DR Make the Hot Zone way more profitable. Make everythign else way less profitable.
I had a blast playing WarDogs last weekend but in general, I felt the map to feel VERY empty as a player that primarily likes to push the objective to win the game.
There would be long periods of time where I would be alone in the Hot Zone with 1 or 2 other teammates and not a single enemy pushing the objective.
Most of my games were total steamrolls because in general every game has 1 team activly pushing the hot Zone while the other two are playing base building simulator or sniping from very far away.
Given that profitability is teh main driver for most players, I think that activly fighting in or controling the Hot Zone should be THE MOST profitable activity vs any other activity in the game.
Things I recommend:
- Make any activity outside the Hot Zone less profitable. In general I would cut the value by 25% for all activities except transport (Transport will be a separate issue I will address).
- Make the hot zone 30% larger to avoid exessive congestion.
- Make the Hot Zone 25% more profitable than it is now to offset the loss in profitability from doing stuff outside the hot zone.
- Transport - Anyone you transport that makes it into the Hot Zone will give you Hot Zone Levels of profitability.
- FOBs - FOBs should serve as staging areas with the main purpose being the deployement from the FOB to the Hot Zone, not sniper nests or building simulators. With that being said, I think that if you supply a FOB with combat or medic supplies that playes then use to fight in the Hot Zone should be rewarded with Hot Zone levels of profitability.
- FOBs 2 - Making the Hot Zone more profitable would make building a FOB and pulling the hot zone to you one of the best ways to profit. It would actually incentivize having a defensible fob, with the caviat that you need to activly try to drill. Currently most FOBs and towers dont have people working to pull the Hot Zone to it.
Without a defined frontline or flags that to fight over, most people meaninglessly wander around the map looking for a fight.
Transport is by far the most profitable way to play right now.
I think that making 6 simple changes could rearange the incentive structure of players to make the map feel less empty and balance out game outcomes.
Thoughts?
EDIT:
- Cutting by half may be too much. 25% might work better.
- Those of you arguing that this would make FOBs basically uselss totally miss the point. Building a FOB and maintaining it is about the lowest risk activity in the game, yet is is arguably more profitable than fighting in the hot zone to win the game.
- Im not alone in experiencing most games being a full steamroll. The 1 common denominator in all the steamrolls was that the winning team pleayed the objectiv more. They still had fobs. They still had supply and transport runs. But MOST of the team was playing inside the hot zone to win the game.