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View Full Version : Foothold and Capturing Continents


kklkit
2011-07-09, 07:33 AM
So according to RPS articles, each continent has an uncapturable foothold for each faction.

Can we capture the whole continent like we could in the original PlanetSide? If we couldn't capture the whole continent, it would be kind of pointless to fight without an ultimate goal.

SKYeXile
2011-07-09, 07:37 AM
the ultimate goal is to gather resources, aslong as you control all the resources hexes on a contant, the outpost does not mean shit.

for all we know the outpost could be the warpgates themselves.

though honesty i don't know why they're changing this the current system of sancs i think it was fine, i never felt like i was standing around there.

kklkit
2011-07-09, 08:23 AM
They said there would be multiple continents, so what is the condition required to shift the fight from one continent to another?
It seems that you can never finish the fight due to the uncapturable footholds.

It can't be fighting endlessly on a single continent.

DviddLeff
2011-07-09, 08:29 AM
Maybe once you capture all of the available territory on a continent the other two empires are locked out for a few hours?

SKYeXile
2011-07-09, 08:34 AM
Maybe once you capture all of the available territory on a continent the other two empires are locked out for a few hours?

i doubt it, they would not want to exclude players from a fight.

Surge72
2011-07-09, 09:43 AM
They said there would be multiple continents, so what is the condition required to shift the fight from one continent to another?
It seems that you can never finish the fight due to the uncapturable footholds.

It can't be fighting endlessly on a single continent.

Why do you need some special condition to satisfy before moving on to another continent? The uncapturable bases on each continent just means the empires will have to keep their wits about them in the global scale. They'll need to keep an eye the territory that they have captured in multiple places so they are prepared for when and where the other empires decide to make a move against them from any of the 10 safe bases on any of the 10 continents (and this is assuming one empire has the majority of territory across the globe).

I think the removal of the sanctuaries may be a good thing. It means defense of your territory is going to take a bit more effort. You are going to have to be able to mobilise your forces much quicker to react to enemy attempts of a push.

CutterJohn
2011-07-09, 09:45 AM
I'm curious how they plan to reduce the prevalence of 3am uncontested takeovers that undo your entire nights work...

Always laughed how people said PS was persistent when changes barely lasted from one day to the next.

SKYeXile
2011-07-09, 09:46 AM
I'm curious how they plan to reduce the prevalence of 3am uncontested takeovers...

Why try to? when one man is sleeping its anothers primetime...well maybe when 10 are sleeping its 1 mans primetime, but anyway.

basti
2011-07-09, 10:30 AM
I think its like this:

The idea is to have much more people on a server than in PS1. Not like 1 or 2 pop locks and a small fight in the caves, but rather having all continens full with people fighting.
Now obviously Pops will be high during prime time and low at 4am, and i really dunno how they think that will work out, but rest assured, you dont need to worry.
The only way SOE can make sure if stuff works or not is by testing it. And testing this basic function of the game is only possible with a full server, and that requires beta. If they notice that something doesnt work well, they change it (they stated that officially). And if the uncapturable base idea doesnt work well because of changing populations, well then they change it as well.


I really do hope we can convince them to reinclude the sanctuarys. There are possible mechanics to remove the wait time for players without completly scrapping the sancs, and i think most of you agree with me that opening a continent was awesome sometimes. Just think about the big empire raids. :)

Why try to? when one man is sleeping its anothers primetime...well maybe when 10 are sleeping its 1 mans primetime, but anyway.

doesnt work. There will be regional servers for America, Europe and China, if not even more. That may change at some point post release, but this is the way the game will come out.

kklkit
2011-07-09, 10:52 AM
and i think most of you agree with me that opening a continent was awesome sometimes. Just think about the big empire raids. :)

Not only opening a continent, the sense of satisfactory with capturing the whole continent after a long fight is one of the reasons why PlanetSide is so compelling. :cry:

Raymac
2011-07-09, 01:56 PM
My 2 cents:

Each continent already has an uncapturable foothold in PS1. It's the warpgate. Now combine that with the new concept in PS2 of capturing terrain as much as bases, and I can see how similar in practice it really is.

Now, it sounds like we will probably lose that "win" of locking a continent, but I don't see that as a huge downside.

As for motivation to fight somewhere else, I could think of a few like if there is a stalemate in 1 area, or perhaps you simply want a change of scenery. What I really love is the idea that the game won't be telling the players "NO, you can't go there." It will be up to us on where to fight.

Sifer2
2011-07-09, 02:10 PM
I agree that we will have test it to pass judgement. Though i'm also worried by what someone said yesterday. An that's that if it does suck they may not have time to change it. Since just reverting to Sanctuaries would be a lot of extra work.

Part of it though I think people are overlooking is the way the new territory system works. The lattice is gone. You can back cap anything they said. So even if you did take over a continent you couldn't lock it. The draw back is that the more adjacent territory you own the longer it takes enemies to cap something. So if you control the whole continent it will take them like 30 minutes to be able to cap anything. An you only 30 seconds to take it back. So its going to take a significant push for them to make any headway on your continent even if they do have a foothold.

The new system is designed to create an encourage front line combat.

Bags
2011-07-09, 02:56 PM
These "uncapturable footholds" sound like sanctuaries built into the continents. If they have links to each other I don't see waht the problem is.

kklkit
2011-07-09, 03:28 PM
My 2 cents:

Each continent already has an uncapturable foothold in PS1. It's the warpgate. Now combine that with the new concept in PS2 of capturing terrain as much as bases, and I can see how similar in practice it really is.

If that is the case, then it will make a lot more sense. There are some concept arts showing buildings very close to the warpgate.... so it might be the case.

dsi
2011-07-09, 03:34 PM
I don't really see the point of the removal of sanctuaries, and I really don't see the point of adding footholds to each continent.

BorisBlade
2011-07-09, 03:47 PM
Always laughed how people said PS was persistent when changes barely lasted from one day to the next.

Uhh its 100% persistant. They last as long as they last, aka til someone else comes to take it back. Thats pure complete persistance. They didnt say things you got were pemanent changes to the game. The world is persistant, it doesnt reset or clear out or anything else that every single other FPS ever in the history of the world have all always done.

Cap a PS base, its yours til someone can take it back from you by force. In BF/CoD style games, cap somethin and its yours til the match ends then its all reset and now you have to cap it again and then rinse and repeat.

BorisBlade
2011-07-09, 04:04 PM
These "uncapturable footholds" sound like sanctuaries built into the continents. If they have links to each other I don't see waht the problem is.

Yeah, they say they dont want sancs but put sancs on every cont. Not sure what they are thinkin. Maybe part of their gameplay system needs a permanent base or link or somethin, who knows.

Sancs were fine, they dont slow stuff up. They give you a place to take a breather if you need to, in order to recert, practice driving or shooting or to gather up forces without the prying eyes of the enemy. hart timer was like 3 mins, thats really slowin you up? Take some ritalin if 3mins is gonna ruin your day. I want my gather points, i want a place to take a break, i want a place to train and practice.

This is drivin me nutz we dont know enough yet. There could be other mechanics that make this needed or soemthin who knows. But right now it seems like they pulled out stuff that was great about PS, sancs, longer TTK's, tactical spawns (squad spawns are for zergy CoD games). The pace wasnt slow, it felt perfect to me. If you just want to zerg non stop you can always instant action and zerg your brains out at the main fight. I dont want to be put in zerg mode.

Bags
2011-07-09, 04:21 PM
Yeah, they say they dont want sancs but put sancs on every cont. Not sure what they are thinkin. Maybe part of their gameplay system needs a permanent base or link or somethin, who knows.

Sancs were fine, they dont slow stuff up. They give you a place to take a breather if you need to, in order to recert, practice driving or shooting or to gather up forces without the prying eyes of the enemy. hart timer was like 3 mins, thats really slowin you up? Take some ritalin if 3mins is gonna ruin your day. I want my gather points, i want a place to take a break, i want a place to train and practice.

This is drivin me nutz we dont know enough yet. There could be other mechanics that make this needed or soemthin who knows. But right now it seems like they pulled out stuff that was great about PS, sancs, longer TTK's, tactical spawns (squad spawns are for zergy CoD games). The pace wasnt slow, it felt perfect to me. If you just want to zerg non stop you can always instant action and zerg your brains out at the main fight. I dont want to be put in zerg mode.

Well, sancs are an extra load screen. We'll have to wait and see. I really don;'t care either way.