[quote="Stinkbeard" post=13897]@FHB thanks, I get the mechanics, I think, but I still don't see how that would make
us play
different.
Our platoonleads most of the time know exactly where the fight is or where to avoid it. We don't need a train track laid out to the next base to find or duck the hot spots. Ghost capping is not a broken game mechanic for us but a strategy most times. That does not mean it's fun. It also does not mean the game is broken now.
However much I support a better meta game, I am doubtfull this will bring it.
I will of course gladly be proven wrong and you can all laugh at me
[/quote]
Thing is though you won't really see it like that on the map screen. The ghost capping game play that is currently going on does nothing for the overall game if a solo Infiltrator can work on stuff pretty far down the battleline.
In PS1 could only really look at an area to control if you had something near (correct me if I don't recall that right) But here the hex lines you see won't be where the troops will be going directly down but rather the area that needs to be taken/defended for a outpost/base.
This will, hopefully, keep the fight focused as a fight rather than a leg it to an area behind us cause of a lone soldier. It is meant to stop the fights been spread out by eliminating that game play.
It becomes easier to know where hostile forces are, where they are likely to be going, and much easier to replan tactics and ideas.
No-one likes sending a squad, or half a squad, to check on a strangely ticking down outpost in middle of no-where. The chase me tactics are the reason why players like to stay in large action areas for a farm.
Knowing where forces HAVE to be will increase the action level.
Yea, will still have forces behind the lines but they won't be able to do much unless the tactic is to harass.
We'll have to see if it works as intended or not. But the signs are there that it should work