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View Full Version : Influence Or Hack on Bases?


HeatLegend
2012-08-23, 03:57 PM
So from watching the Hamma And Jennyboo-stream we've found out that they currently keep an Influence-game when you cap a base just as in Conquest mode in the BF-games. In other words; you don't go and capture a base anymore by hacking a terminal in a few seconds.

Obviously this may still be up to change(no need to point it out in your posts ;) ). Wouldn't be surprised if the Beta forums already have a discussion about this but why shouldn't we have our own!

I personally prefered the old way. Both work imo but it just feels more realistic to hack a terminal manually than to just stand around. Also I get a feeling it wont make it fun for infiltrators who can no longer sneak in behind to ninja-cap a base, which is one of the fun things you could do with that class.


What are your thoughts on this? Pros/Cons of either ways of doing it?

RSphil
2012-08-23, 04:15 PM
Tbh I liked the old way better to. It was different and added a bit of risk to the guy hacking. Hope the change it back.

AnamNantom
2012-08-23, 04:39 PM
Part of the pride and joy of infiltrating was getting to a spot that's supposed to be well guarded. Not sure if this takes away from it, but as an infiltrator in PS 1, the skill it took to juggle your REK tool with your sidearm back and forth was part of the fun.

brighthand
2012-08-23, 04:41 PM
I prefer the hacking. It required one person to commit to the terminal and depend on his teammates to cover him, which created an air of extra excitement. Plus the more hands on 'tactile' feel of hacking a terminal as opposed to just standing there just has greater appeal.

gaz
2012-08-23, 04:58 PM
Hmm, why choose if it would be possible to have both? I would prefer it if there would be different kind of mechanics to take over a base or have some bases capturable by hacking and others by influence...

icepick
2012-08-23, 05:01 PM
I HEARD (somewhere? rumor?) They are making it more hacky. But not just run up to any old station and hack. There's a system/order to it. And also you must own an adjacent hex. Except for certain backhackable facilities.

Sounded pretty awesome really.

Dkamanus
2012-08-23, 05:08 PM
Hack > Influence

MexicanMagiik
2012-08-23, 05:18 PM
I think it should be influence, and hack for infiltrator but it should be faster than the influence.

Comet
2012-08-23, 05:21 PM
I'm indifferent. I'll have to play and see how it feels.

Alistair
2012-08-23, 05:22 PM
I want the hacking back... :(

EVILPIG
2012-08-23, 05:24 PM
Higby said a while back that there would be several methods for capture. Keep in mind that you are watching an early Beta where most mechanics are probably just filler right now.

Toppopia
2012-08-23, 07:18 PM
Higby said a while back that there would be several methods for capture. Keep in mind that you are watching an early Beta where most mechanics are probably just filler right now.

Having multiple ways to capture bases and such would be good, so everytime its not the same thing over and over again.

Nordan
2012-08-23, 09:03 PM
I'm okay with it if they make it so that being in combat greatly slows down capping, and that they cap the speed at like 4 players. With the console it's easy to prevent capping by focusing on the hacker but this makes it a bit more complicated.

Ipimpnoobs
2012-08-23, 09:17 PM
Different bases will have both. Higsby already said this in an interview. He said bases will be unique, in that not only will the design be different but the way it is captured will differ. Some bases will be king of the mountain style, while others hacking and yet others a series of pre events must occur before accessibility. These captures will become easier if your attacking squad has various classes. For instance, some bases will need a medic to inject a virus before it is hackable by an infiltrator.

Just wait until the NDA is lifted..it will shun the masses. Bring some TRay autographed diapers cause ur gonna shat urselves

sgtbjack
2012-08-23, 10:02 PM
Don't care if small outposts are influence, but main bases should be hack

Timealude
2012-08-23, 10:12 PM
how about we combine other stuff like you have to take the gen down to get to a key that opens one of the locks to the capture point, then you have push 2 buttons at the same time to open the second.

Lavoieqc
2012-08-24, 01:02 AM
damn NDA...

Its a true beta guys, mechanics can (and will) change. Just wait and see. (And as Hamma said, some big changes are coming soon).
The final result will be awesome. Trust me.

Canadian Vanu
2012-08-24, 01:46 AM
Hmm, why choose if it would be possible to have both? I would prefer it if there would be different kind of mechanics to take over a base or have some bases capturable by hacking and others by influence...

What if it had a similar system to blacklight.

Sorta challenging mini game improves capture rate.


But blacklight is too easy. So instead just make hacking the terminal make the thing go faster.

Eyeklops
2012-08-24, 02:44 AM
I think hacking a terminal to take a base is a good method, but I also like variety.

HeatLegend
2012-08-24, 06:51 AM
damn NDA...

Its a true beta guys, mechanics can (and will) change. Just wait and see. (And as Hamma said, some big changes are coming soon).
The final result will be awesome. Trust me.

Yeah I think I pointed that out as well in the OP; Everything is up to change, but it's still a fun discussion hearing what people think.

A mix of various systems as some have pointed out would probably be the best in my opinion as well- hadn't considered that before. But had it been just Influence or just Hack on all of them I'd have gone for Hack.

Kipper
2012-08-24, 06:59 AM
It would worry me if they threw in a lot of conflicting/confusing mechanics so that you never actually knew what you were supposed to do to capture a base or an area.

I think you should always have to 'hack' something to make or start a capture as it doesn't make sense to just stand in an area. Maybe for some facilities, once the capture has started, you don't need to maintain the hack, you just need to hold it and prevent it from being re-hacked for a period of time.

Maybe for the ones with multiple capture points, you need to hack each terminal and rather than an hold it for an arbitrary amount of time, you hold it depending on the number of other terminals and hexes etc that you have.

I would love it if there were secondary goals/terminals such as one to kill the lights, an emergency door release, deactivate air/vehicle/weapon pads, etc etc... Just to open up some spec ops or infiltrator opportunities.

Some things would be hackable, explodable, or both to either disable them or turn them to your factions control, and some would be deep inside a facility, whereas some would be outside, or even a way away from the main buildings.

chrislocho
2012-08-24, 07:50 AM
Why dont they have two ways? normal infantry will influence, but will take say alot longer, while inflitraters can almost insta-hack the terminal to surprise the enemy.???

AtlantisThief
2012-08-24, 08:16 AM
My opinion, some points (bigger bases) should be hacked while other should be "infulenced" (Tower).

BorisBlade
2012-08-24, 09:51 AM
The current capture system is just plain terribad. However they are gonna change how it all works so we'll have to see how it ends up before we can judge it.

Having said that, influence and tickets blow. You lose things without even getting them taken from you. Plus with no hack timers you dont really defend, you just recap what someone else took. You dont have time to get over and secure something before they can hack it and take control. Plus the lockout system prevents you from resecuring, its really terrible and not fun in the current setup. But again, its changing, so we'll have to see how it works out.

GameCobra
2012-08-24, 09:56 AM
The way i'm seeing it, most of the features in this game seem to be derived from BattleField 3. That being said, hacking is definitely an option in there since BattleField 3 did have arming bombs, which can be this game's version of hacking. They just need to make this option not just a way to capture bases, but for hacking things as well.

atomos
2012-08-24, 10:21 AM
Why dont they have two ways? normal infantry will influence, but will take say alot longer, while inflitraters can almost insta-hack the terminal to surprise the enemy.???

I think that is a brilliant idea, it gives the infiltrator a unique skill without changing the capture mechanic. If an infiltrator hacks a point then the hack could go to a timer which is generally faster than the influence of infantry on point. The advantage would be that the capture speed is now independent of the number of infantry on point, this would save the players time because you no longer need to wait around the capture point. XP would have to be given to the players in the area of influence when the hack was initiated, provided it is completed. Any thoughts?

Canadian Vanu
2012-08-24, 01:12 PM
I think you should always have to 'hack' something to make or start a capture as it doesn't make sense to just stand in an area.



IN a game called nuclear dawn, their excuse for standing next to the point hacking it is that your suit wirelessy connected to the terminal and hacked it automatically.


But still, actually hacking seems better in my opinion.