View Full Version : [Posted on the OF] Sandtrout's idea on Stopping The Zerg
I read a while ago a concept that Sandtrout had for stopping the zerg. I thought it was an awesome idea and that it should be shown on the OF. I finally got around to posting it there.
http://boards.station.sony.com/ubb/planetside/Forum16/HTML/001121.html
Please post comments here and post there if you support it.
xmodum
2004-01-13, 09:11 PM
sweet , i would love it :D that would be alot better than just being able to spawn at the nearby tower and then pwning the guy that killed u , sounds great
ORANGE
2004-01-13, 09:12 PM
This was written by me :)
I don't mind zergs that much I just don't like how if one comes your way you may or may not be able to stop it. If it was better balanced so that defenders could push back a zerg and turn the tide of the battle that would be better in my opinion
xmodum
2004-01-13, 09:34 PM
kool , nice idea paintballboy :D
Rayder
2004-01-13, 11:00 PM
Whatsisface said it would change the gameplay. Damn right it would. What would be the point of towers? A repair facility? Woohoo :: Points finger upwards and twirls it around :: The respawn system is fucked up enough and this guy would like to see towers killed as a spawn point? I agree with paint, defense needs to be buffed, not offense nerfed.
NoSurrender
2004-01-13, 11:42 PM
i like it but then PS would turn into "FIND THE AMS SO WE WONT LOSE!!11"
EineBeBoP
2004-01-14, 01:51 AM
Theres always been a big deal made about finding the AMS. I think they should put this into effect in 1 corner of each continent, and see how much fun people think it is playing like this. If it gets support, they its implemented throughout the world, or possibly on only 3 or 4 conts.
SandTrout
2004-01-14, 02:13 AM
Heh, suprised that Idea got as much atention as it did. I just want this game to be more tactical and reduce the effectiveness of the infantry Zerg as a tactic. I believe that Towers have just become more signifigant than they were intended to be in the game. Surely you're a little tired of towerhopping after you've already capped all of the facilities on the continent.
Rayder, what is so fucked up about the current respawn system other than you can kill someone and have to kill them again 1 minute latter while trying to defend a base.
Has anyone here played Dark Age of Camelot? If you respawned, it had to be back in your realm's PvE enviroment. This made chars that could Rezurect people very valuable in the field, dispite other shortcomeings of the class.
They should put it through the test server first, and after than on open by a few bases, preferably on the neutral continent of Searhus(crater anyone?).
Rayder
2004-01-14, 05:42 AM
Respawn system makes no sense at all. I die 1 m away from my base and I can't respawn at it. Wtf is up with that? I can deconstruct to an AMS on the other side of the cont, but not the tower that belongs to the base I'm at?
Zerging is a tactic. You want the game to be more tactical by removing one. While there may not be a lot of super highly organized groups of people in them, there's a hell of a lot more than just a mindless group of people attacking a base.
DeadTeddy
2004-01-14, 05:51 AM
platoon on platoon = 30 vs 30 = Battlefield 1942
I like the zerg, it's the reason planetside was built. what I don't like is the total lack of teamwork in the game. sure, some squads and outfits work together as a team. but on the large scale it's a bunch of ppl running around trying to make a difference with a CR5 telling them were to go and what base needs an ant. what planetside really needs is a chain of command. that's all.
Laeritides
2004-01-14, 09:02 AM
This won't stop the zerg. It will just make more ppl bring an AMS up from the last base taken. You stop the zerg with equal numbers. If you are out gunned then you will not win. That is just the way it is.
I am with deadteddy. I don't want 30 on 30 I want 100 on 100.
Liquidtide
2004-01-14, 09:08 AM
i like it but then PS would turn into "FIND THE AMS SO WE WONT LOSE!!11"
Uh, It kinda already is!
Zatrais
2004-01-14, 09:16 AM
Whit no tower spawn it would be lib and tank suicide run heaven.
TheRagingGerbil
2004-01-14, 09:35 AM
Towers are good like they are, but I do think they should be tied to the base somehow. I would put a 5-minute hack timer on the tower. Once this was complete a blast door would open allowing access to a long, wide corridor connecting the tower to the base.
For everyone who want sto see the return of the APC and the flying transports, just say no to the HART. If we shit can the HART, we will see the return of the Gal.
Queensidecastle
2004-01-14, 10:00 AM
I totally agree with shitcanning the HART. They should have a way for a trooper that justs logs on to drop wherever thier outfit is. Maybe limit this to once an hour or something and no I dont mean outfit base deconstruct hehe
Incompetent
2004-01-14, 10:35 AM
Its called ATV, if you can't spare any certs, tough shit, IA and pray.
Queensidecastle
2004-01-14, 10:43 AM
Thats going a bit overboard. Allowing someone who just logs on 1 HART drop, isnt going to affect anything.
Veteran
2004-01-14, 10:57 AM
HART = bad.
Tower spawn = bad. Perhaps if there were a way to disable a tower from the outside. The retarded warping on the staircases and the rapid nature of respawn makes a tower a stupidly tough nut to crack.
EarlyDawn
2004-01-14, 11:32 AM
Once broadcast warpgates go in, canning the HART would be fun and practical. You can simply hop the Warpgates to the frontlines. It creates a nice frontline effect when the links randomize and two locked enemy continents clash, and makes locked continents kind of like "sub-sanctuaries" for the campaign.
So basically, put in the dynamic link lattice, the continental domination warpgate system, and remove the HART until you can put it into the game in a dynamic way. For example, you have to fight over orbital platforms so you can droppod in. Broadcast warpgates should be the primary transportation system, they'll make large transports important.
BadAsh
2004-01-14, 01:01 PM
Its called ATV, if you can't spare any certs, tough shit, IA and pray.
This idea has come merit, but I don�t really like it after I thought about it for a while. This would force non-vehicular players to change up their certs OR spend way too much time walking. Why disrupt that style of play especially since it�s not the CAUSE of this problem? Rexo troops and maxed out infiltrators would suffer from this change. I think you�d see a lot more Lighting tanks, Air Calvary, and MAX Units on the field. A minor note, I wonder how much lag 1,000,000 parked vehicles would cause? It would be a hackers paradise though. :) Also, I�m seeing the game possibly turning into an AMS Zerg and that does not appeal to me either. The AMS would fill the role of spawn and transportation for many, too many I suspect.
I think the key to defense is much more simple that you guys are planning out. I believe defense is weak for the same reason the caverns are empty. There is simply more incentive to attack then defend. Why defend a base and not get the victory BEP bonus or CEP bonus if you win? Just leave when things get tough and go to an offensive else ware that you can win and reap the rewards. The critical thing here is the lack of CEP for defenders. If the battle drags on too long the SL will be tempted pull his men out because he is not �going anywhere� as far as leveling CR goes.
Rather than or perhaps in addition to the 25% BEP bonus defenders get for kills there should be a time based reward for holding off attackers. Say for every 30 minutes the defenders hold out they get a BEP/CEP reward based on the amount of enemies in the SOI. This BEP/CEP reward would be reduced if the generator is taken down or the base is hacked. These penalties would also be time based thus rewarding a quick restore. Of course the most rewards would go to those who completely protect the CC and Generator rooms.
The difficulty here would be for the calculations for players who leave the SOI for the purpose of getting vehicles for a counter attack, so perhaps a failsafe absence timer could be applied so that if you are out of the SOI for less than 3 minutes at a time then those times are �forgiven�. This would help the vehicular defenders that might get �penalized� in the reward system for making tactical withdrawals for vehicles and or chasing the enemy out of the SOI (air pursuits come to mind here).
SandTrout
2004-01-16, 12:34 AM
Upon further reflection, the only way to balance the removal of the tower as a spawn point would to be to reinstate NTU penalties on bases for spawning and useing terminals. This way, you can choose to set up a perimiter around a base with AMS's outside of the parrimeter, and have a true siege that can be broken.
Zerging is NOT a tactic. The essence of the Zerg is a disorganized attack relying on pure numbers to overwhelm the deffences. Tactics are inherently organized actions. Tactics can take advantage of greater numbers, but the term implies that there is a method to the madness other than just throwing bodies at it.
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