View Full Version : Ticket system
Stardouser
2012-06-06, 07:07 PM
In the live feed, this was mentioned, and EvilRedrum said something about it in the chat, and this is all I could find that he said on it.
"TheKush in the bottom left with the little tics when the facility is being capped"
Now I know that this refers to those little meters above the minimap that previously I thought meant something else, but other than that I am not sure what ticket system means. I know what it means in other games...
maskedskull
2012-06-06, 07:50 PM
The way I am understanding it from watching it is that the tickets determine who controls the base. When base assault starts you build up tickets depending on how many control points you have, the faction who fills up the bar gets the facility and I would imagine lock it down for an unspecified amount of time.
This seems to indicate that it would somehow prevent the other factions from spawning in that particular area so it allows the battle to move onto another facility.
This is purely conjecture however
SpcFarlen
2012-06-06, 07:56 PM
Think of it as an inlfuence level. We may not see that in Live. Remember many things you see in here are only here for the E3 Demo because of its scale.
Rbstr
2012-06-06, 08:05 PM
IIRC whats-her-name said that tickets aren't the only capture system.
Tapman
2012-06-06, 08:22 PM
Clegg confirmed that there are other capture methods being looked into than the simple capture point method. Didn't go too much into it but I think it's safe to say there could be a classical style of bases with generators, bunkers, and facility rooms that could be taken via the mission system instead of tickets, one where you had to fight your way in and then defend your position for a certain amount of time.
On a similar note, I am a bit disappointed that they confirmed no underground bases. I was hoping for at least a few bunker facilities, let alone more underground levels and the chance to create some new underground spaces like a warehouse, office, lab, or cafeteria. I would want to see a mission called, "Clear the basement." or "Take back the ground!"
Saintlycow
2012-06-06, 08:28 PM
They probably removed the cool down time for E3. I mean, the base was under constant contention
Zulthus
2012-06-06, 08:32 PM
I certainly wouldn't want every base to be a hack and hold for 15 minutes, but I absolutely wouldn't mind doing that on a couple bases per cont. It was pretty fun holding the CC and pushing tubes/gen but it did get old after a while.
Tapman
2012-06-06, 08:42 PM
I certainly wouldn't want every base to be a hack and hold for 15 minutes, but I absolutely wouldn't mind doing that on a couple bases per cont. It was pretty fun holding the CC and pushing tubes/gen but it did get old after a while.
They could have more or less numbers of levels depending on the size of the facility/territory it was underneath. Some new designs and some familiar designs as well.
kaffis
2012-06-06, 09:04 PM
I don't really want to see hack-and-hold return, nor generators.
The ticket system, or some variation of it (such as allowing each capture point to control some systems or areas in the base) promotes much more interesting and varied gameplay, by valuing multiple points within the base, not just a command center and several destructible base features.
And the notion of mixing capture types for different bases makes me leery, because I don't want to open the door to asymmetric empire advantage/disadvantage on a continent where one empire has, for instance, an easier-to-backhack base type deep in its territory, while the others don't.
GreatMazinkaise
2012-06-06, 09:25 PM
I don't really want to see hack-and-hold return, nor generators.
We absolutely need generators, otherwise the VS will get bored and leave.
Knightwyvern
2012-06-06, 10:42 PM
I quite enjoyed the secondary aspect of crashing a Gen room or successfully defending one. Creates more tactical options for an attacker.
Roy Awesome
2012-06-06, 11:17 PM
I quite enjoyed the secondary aspect of crashing a Gen room or successfully defending one. Creates more tactical options for an attacker.
Mechanically, this is even better by that logic. Rather than crashing a gen room and hoping the rest of your team can do stuff, you crash a single capture point and actually contribute to the rest of the capture.
Honestly, this system is fucking awesome.
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