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Potrero War
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Estrella War
Rez War Design Notes

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Flag Points
Bases & Rez Points


Rez War Design Notes



Allow a team to earn a temporary tactical advantage of numerical superiority or control of the field in a Rez format. Additionally, this simulates the arrival of Reinforcements or Reserve units, rather than a steady trickle of individuals.

Typically during a Rez scenario, the game revolves around the ability to attrition the opposition faster than they can rez in order to move into the back fields. However, as Rez points are typically in the back fields, this makes accomplishing missions near the Rez point tactically impossible. The opposition’s rez interval decreases while the offense’s rez interval increases. Enacting either a Reinforcement Count or Wave Time limits the escalating (and unrealistic) differential between team rez intervals.

Reinforcement Count
A minimum number of Dead are required to be at the RP in order for all Dead at the RP to spawn. In game testing, best results were achieved at 25% - 33% of team count (5 for 18+, 4 for 12-18, 3 for 9-12). It was observed that often a side would have the required 5 at their RP, but would wait for a dead teammate or two returning to the RP so that they could spawn as well. This plays well into the Teamplay ideal, and should be encouraged.

Perverse Effects:
Since Reinforcement Count is based on the number of dead at the RP, the pace of Reinforcements is tied to the team’s death rate. If they are engaged in heavy combat and suffering mass casualties, they will receive reinforcements more regularly – effectively changing the normal rez trickle of individuals into a trickle of groups. Additionally, clever teams will use the Count strategically, killing just less than the Count and legging thereafter, leaving the team at an extended disadvantage. For this reason the Monk was introduced.

Wave Timer
A continuous timer is kept for each RP, and at each time interval, all Dead at the RP can spawn. In gameplay, this had a pacing effect opposite that of the Reinforcement Count. Regardless of the death toll, Reinforcements only arrived at certain intervals. Overly aggressive maneuvers resulted in a team being removed from the field entirely with time remaining till their spawn. This method is perhaps best if defensive, protracted objective controlling is desired. Using Wave Timers, a team will not be effective unless they pay attention to when their Reinforcements arrive so a bulked-up assault can be launched, and plan for defensive retreats / falling back when the casualties pile up and there’s still time till Reinforcements. Poor timing will result in a team engaging the opposition with low numbers, then being pushed back to RP while the next Wave spawns, allowing their positions to be overrun.

During Playtesting, a 2-minute interval with 20 fighters per side on a 200x200 (approx) field resulted in a whole team being eliminated, and reinforcing with seconds to spare before the opposition claimed the last Flag point. This provided a great deal of suspense, but made for aggravating gameplay. With a better understanding of the timing and the need for consolidating while awaiting reinforcements, this probably would have been a proper Timer interval for the given conditions.

Perverse Effects:
The Timing must be properly calibrated for the field and desired gameplay. Too short a Timer, and the effect will be the same as Individual Rez. Too long an interval, and gameplay will bog down into defensive objective holding, as unless the timing is right, the team leading an assault will most likely be overrun.

The main variables that should determine Time interval are field size (distance between front lines and RP), team counts (percentage of fighters that can be at/ in transit to RP while maintaining the front), and the desired ‘flavor’ of combat (i.e. aggressive or defensive). As a rule of thumb, I would suggest 30 seconds per 10 fighters on an adequately-sized field should result in a comfortable middle ground. Given an average attrition rate, this will have about the same gameplay as a 4-man Reinforcement Count. (The above example had 20 fighters on an oversized field. By my own recommendation, a 1-minute Reinforcement would have resulted in a more defensive game.)

Increasing the Timer or field size will result in more defensive play. The longer the timer, the longer a team must wait for reinforcements before launching an assault. Likewise, the further Dead have to travel to spawn, the longer a team must wait for Reinforcements.

Increasing the ratio of fighters will result in a more aggressive gameplay. If the other variables are held constant, more fighters means higher attrition rates can be sustained, as there are more fighters traveling to and from the RP.


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Last modified: 09.30.2007
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