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  1. #1

    Benefits for Holding Control Points

    Maybe it's just me, but it really irks me that there's no real benefit to defending a control point once you've looted it for the day. In fact, sometimes when I want the loot from a level 4 control point, I actually root for them to be taken over. Now I'll acknowledge that holding the CPs causes supply drops and target practice activities show up, but neither one is inherently more profitable than running regular activities as far as I can tell (please correct me if I'm wrong).

    I came up with some possible solutions:

    1) Jack up the difficulty of the attack to that of a control point assault, reduce the number of times it happens, and have the treasure room refresh at the end of the attack. However, unless someone brighter than me can come up with a way to change the difficulty of the attack, it still might be better to let them take over and then run it at level 4.

    2) Make the control point's loot containers refresh after x amount of time being held by allies. To compete with the rewards of assaulting a CP4, maybe the amount or quality of items could be increased with increasing amounts of time held. An example using completely arbitrary numbers might be that, after 3 hours of holding it, the treasure room holds GS 450 items, but after 2 days it's GS 500. Or maybe one item after 3 hours but 4 after two days.

    3) Apply some sort of game bonus based on the number and location of CPs you hold. Something like 1% handling bonus per CP, or 10% poison resistance for having both Judiciary Square CPs held. To avoid suddenly losing your bonus(es) due to bad luck while you're off doing a raid or mission, perhaps it could only check and give bonuses every hour and it would last till the next check.

    I realize it could be a real beast to balance between not being worth the time and powerful enough that people get annoyed being "forced" to do it, but I'd really like more than just fuzzy feelings for helping the city stay safe.
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  2. #2
    jmart83's Avatar Senior Member
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    I kind of figured that by holding control points the people there would find stuff for you and mail it. Would be nice to log in and get some deliveries/grants from control point officers or from Manny for doing a good job.
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  3. #3
    Besides the blueprints there is no real value in doing control points at all. There are better, more efficient ways to get the same amount of gear.
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  4. #4
    RushLoongHammer's Avatar Senior Member
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    I've been wanting to make a post on control points.
    My thoughts are that holding control points needs to 1) benefit the large scale conflict between civilians and everyone else and 2) reward the player.

    Right now you takeover a control point and that's the end of it's purpose. You can leave the entire map to chaos or claim the map either choice is equal i.e. no importance for one or the other. Additionally the invasion pretty much resets the map making it pointless to claim the map long-term.

    Just throwing out some ideas that aren't thought out
    • If you control an entire zone you can request for civilian reinforcements in missions residing in the zone. Maybe a point total (spend 100 points) where you can hire civilians with particular loadouts like a shield (25 points) heavy civilians (50 points), etc for a mission.
    • The whole system from the megamap looks like an RTS game, so maybe a few more mechanics in that direction. I have a whole bunch of ideas for this but just going down this route a little might make the system to complicated so might not be a good idea.
    • Wiping out a faction from all control points unlocks a unique (stealth mission for example) mission each week specific for each faction.


    Having control points mean something more than waves of dudes and a loot room whilst not being complicated and being also being fun is hard. Regardless I do think the control points are missing a larger purpose, missing a reason to defend them or give them resources beyond just more loot.
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  5. #5
    zigMAGNA's Avatar Senior Member
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    i like all these ideas.
    Maybe gathering resources rate increases as well (the NPCs gathering).. if we hold a CP longer.
    Along with all the ideas.. the longer we hold it.. maybe the map will show this by the colour of the CP.. showing it reaches a "reinforced" level or something just so we know certain CPs have been held longer than others.. a visual indicator always is welcome for me.
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  6. #6
    I like the control points as they are . . they're like the lz's version of landmarks. I really enjoy going round the map leveling them to 4, then taking them on. There's a certain freedom to doing it in the lz, you can choose what way you want to attack them. You could draw the npcs out and attack at range with a sniper, or you could go in guns blazing, for example. And there are so many different ones to attack.

    The point for me, would be to let hostiles take them over, just so I can take them back again.

    Sometimes I'll defend them too, maybe if I'm farming that area for resources or i want to have it as a place to fast travel. I guess it would be fine to make the attacks harder and give you a reward for defending. Or to add new rewards to level 4 control points.

    As far as the general gameplay loop, leveling them up to 4 and going round the map doing different ones, i really enjoy that gameplay loop. I preferably wouldn't change it.
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  7. #7
    Originally Posted by RushLoongHammer Go to original post
    I've been wanting to make a post on control points.
    My thoughts are that holding control points needs to 1) benefit the large scale conflict between civilians and everyone else and 2) reward the player.

    Right now you takeover a control point and that's the end of it's purpose. You can leave the entire map to chaos or claim the map either choice is equal i.e. no importance for one or the other. Additionally the invasion pretty much resets the map making it pointless to claim the map long-term.

    Just throwing out some ideas that aren't thought out[LIST][*] If you control an entire zone

    Having control points mean something more than waves of dudes and a loot room whilst not being complicated and being also being fun is hard. Regardless I do think the control points are missing a larger purpose, missing a reason to defend them or give them resources beyond just more loot.
    Ya know what, I've been thinking about this a lot and there could be a really good idea here. You could keep the current system of going round the map and taking CP and moving on, but also add an additional activity / meaning to them if players choose to engage with it. That way there could be both working in tandem and everyone's a winner.

    What if, when you take over every control point in an area, that area goes into a 'state of emergency'. Similar to the weekly invasions, but instead of black tusks, it'll be a random one of the other 3 factions trying to take it back over.

    Let's say it lasts for an hour, and during that time the streets in that area are filled with more npcs, you have to do specific activities in that world, such as bounties and you have to defend each CP, in intervals.

    You could scale to the difficulty of the extra npcs according to the difficulty you did the CPs - so if you did them all normal difficulty, there's more normal npcs in that area - if you did them all on heroic, there's heroic npcs everywhere and bosses. And during this time, other activities such as territory control, public execution etc, in that area are unavailable.

    By engaging in this activity you get loot rewards as you go, but there could also be a 'cred metre' with the civilians. The more you engage in this activity, the more 'cred' you get with the civilians, and that ultimately leads to a unique reward. Maybe (just suggestions here) a unique currency to buy exotics . . or if they add some way to optimize gear, the civilians could give you currency for it, similar to Div Tech.

    And this could always be a choice, if don't want to do it, there's no negative affect on the map, just carry on doing other control points in other areas and when you log back in next time, everything will have gone back to normal. No reason why both activities cant work simultaneously.
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  8. #8
    Originally Posted by Caraamon Go to original post
    Maybe it's just me, but it really irks me that there's no real benefit to defending a control point once you've looted it.
    Fast travel!
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