View Full Version : If they removed spawn rooms, instant action, and squad spawning...
Tatwi
2013-09-06, 11:25 AM
... and
Made "sanctuaries" like PS1
The only place people can spawn is at a Suny/Gal or Sanc
Made 1 waprgate per continent neutral
The other two warpgates are contestable for ownership/usage
Made only one of each facility type per continent (so people might actually care about owning them...)
Allowed vehicles to travel through warpgates
Brought back Galaxy deploying/spawning OR allowed a galaxy to carry a Sunderer
Ensured that bases/outposts can't be flipped in less than 15 minutes.
Do you think that would make PS2 more than the CampTheSpawnRoomSide / SteamrollSide / LogisticsArePointlessSide that it currently is?
Doing this would make staying alive, protecting your machines, medic rezzing, base terminals, and engineer repairing much more important. It also concedes that the best way to defend a base is to "attack it (from the outside)", because all internal spawns are either hopelessly camped or simply shut down within a few seconds. Attackers would become defenders once the base is won. The only spawning at said base would be that which is provided by players, through a Sundy or Gal. This allows players to move the spawn around to where ever it makes sense at the time. It also means that if no one is there at a base, people will have to actually GO there, both attackers and defenders. The 15 minute capture then ensures that the base owners will have the chance to use the base, provided they are already in it or that they can get to it.
I dunno folks. Something with spawning and base capture needs to change, because this game is entirely boring and pointless when one looks beyond blowing stuff up. The whole concept of spawn rooms is fatally flawed, they just do not work to encourage FIGHTING or fun game play.
Flame away, PSU, for thou art excellent at it! :lol:
Rahabib
2013-09-06, 11:49 AM
They could leave in Instant Action but make it so you can only IA to owned (ie defense use only) territories. Give us back the choice of territory to go to and removed spawn rooms.
Then make it so that IA you get little movement so air can play support roles.
Squad Spawn I think should stay, but I think the timers are a bit short - or make it so you cant deploy one in an area near a sunderer, so you have to use it only when a sunderer isnt available. So make it so you can only deploy one like once every 30 minutes, and they expire after only 5 minutes of use. Just enough time to pull a sunderer back into action.
But I like the idea of getting rid of spawn rooms. They are too easily camped. replacing them with IA and using IA as only defense could be a good alternative. I know this is not what you were going for, just my vision.
Tatwi
2013-09-06, 12:07 PM
I don't really have a problem with instant action and squad spawning as concepts, but in practice instant action is suicide 100% of the time and people will just find ways to circumvent any intended limitation on squad spawning. May as well just remove them and not have to worry about it.
The function that Instant Action is conceptually supposed to achieve (Player pushes button, player is now having fun playing the game) could be accomplished by doing the following,
1. Player pushes Instant Action button.
2. Player is placed into an active squad
- "Active" is qualified by 60% or more members being within 1km of each other.
3. System automatically sends a message in squad chat for the player announcing that he has joined and requests orders from squad leader.
4. Player has the option to spawn at the closest sunder to his squad/platoon or get a vehicle from sanct and bring it to where he's needed.
By putting the player into a squad of folks that are trying to play together rather than immediately dropping them into some random clusterfuck of stupidity, even first time players will have an excellent idea of what it is going on. It's not a crazy concept... join a squad, ask where you're needed, go do that, enjoy... lol...
EVILPIG
2013-09-06, 12:21 PM
At that, you might as well charge 100SC per life.
Tatwi
2013-09-06, 12:49 PM
At that, you might as well charge 100SC per life.
The point you wished to make was not as clear as you thought it would be. If you have some time, do you think you could elaborate?
kubacheski
2013-09-06, 01:07 PM
If I read this correctly, you could probably just add 3 things to accomplish your intended goals:
Dropship
More continents with warpgate linkage
Sphere of Influence around controlled bases
Everyone's suggestions keep sounding more like PS1 than PS2. :huh:
mrmrmrj
2013-09-06, 01:10 PM
Camping the spawn room is only a problem for those that choose to subject themselves to it. It is not a game flaw. It is a player flaw on the part of the defenders. If your spawn room is locked down and that is frustrating you, stop spawning there.
Timealude
2013-09-06, 01:16 PM
I know new players already have enough problems trying to figure out where to go and what to do in this game, I dont feel that sanctuaries would help solve this. You also need those spawn because if you removed them all you pretty make defending a base even more impossible then it already is. If you have no spawns you pretty much make steamroll side even worse.
Sundies would be the only way to spawn and they are taken out too easy. I know people hate the spawn beacon from the spawn room crap and sundy drop pods, but until they find a way to make bases defend-able without causing a battle to be a 24 hour stale mate then we are sort of stuck with it, no matter how cheesy it is to do. We might be able to have have underground spawns again now that we the performance update coming and with one of the things T ray said..it sounds promising.
bpostal
2013-09-06, 01:32 PM
Camping the spawn room is only a problem for those that choose to subject themselves to it. It is not a game flaw. It is a player flaw on the part of the defenders. If your spawn room is locked down and that is frustrating you, stop spawning there.
Spawn room placement is the game design flaw. The way they're placed, the way they have been positioned since the inception of PS2 has been horribly flawed. Adding tunnels to the major facilities was a step forward, but it was a baby step and hasn't been expanded on yet.
Especially since the spawn rooms are:
A:As open and vulnerable as a Thai hooker during an aircraft carrier's shore leave, if the carrier hosted an open bar just prior to opening up liberty.
B: Placed in such a manner that they destroy any existing flow of battle within the facility. Ruining a majority of fights.
C: One of the major complaints about PS2's world design since it's inception.
D: Allow the defensive faction to establish some kind of limited, local, fucked up fire superiority (that again, due to their positioning doesn't allow the camped faction the ability to actually leverage their momentary upper hand).
E: Exacerbate any population imbalances (due to their placement and positioning).
This is not the official forums, You can't just say stupid shit like 'Spawn somewhere else' and expect anyone to believe you. If you want suggestions on how to make the spawn rooms better, look up a PSU member named 'FigmentOfYerImagination' My guess is that he's given up hope on this game, but he has put together dozens of posts, designs and ideas to solve this fundamental flaw in the game.
TLDR: Wrong, it is a game design flaw, not a player issue and your inability to grasp that is not helping the situation at all.
Carbon Copied
2013-09-06, 01:33 PM
Camping the spawn room is only a problem for those that choose to subject themselves to it. It is not a game flaw. It is a player flaw on the part of the defenders. If your spawn room is locked down and that is frustrating you, stop spawning there.
So you spawn at the next link in anticipation, find that they're already pounding the spawn room there as well, spawn back another link and find you're there on your own waiting for the steamroller to get to you. Yeah that works.
Wahooo
2013-09-06, 01:52 PM
@ OP
I understand where you are coming from but to implement the way you are saying would be just too confusing and chaotic. Never knowing where your spawns would be? Dependent upon people deploying Sundies in good spots? Super frustrating thing about driving a sundy even now is when you drive up all sneaky like, and can't deploy because of the NDZ created by someone's poorly placed sundy... now you are just a big target trying to find a place to park, and if these were the only source of spawns? a much bigger target.
Spawn room and base design allowing for them to be camped. As much as people rage about choke points creating stalemates, they are kinda what makes for tactical game play. You need to find a way to break that, max rush or get a squad to move around it. PS1 indoor CC with indoor spawns and several choke points, made for a fun progression... well sorta endless stairwell plasma wasnt' exactly fun game play but there were other options for an organized group.
Taramafor
2013-09-06, 02:14 PM
The problem isn't with spawn rooms itself, it's the fact that they're stuck in small rooms because apparently, for whatever reason, the devs have decided that spawn rooms should only be taken over through conquest mode (base capture) instead of giving the players an option to disable them after fighting there way inside the spawn room. But seeing as the fight is already lost when pushed back to the spawn room, why shouldn't we be able to blow a tube to disable spawning? SCU is good and all but it doesn't solve the problem in bases without SCU. I say bring back doors, add a few hallways, some bigger indoor areas and make sure the only way inside spawn rooms is through doors along with the force fields. And all force fields should have a generator nearby that can be well guarded by the defenders easily yet if swarmed by attackers, should be able to be hacked and therefor disable the generators and therefor gain access into the spawn room and the doors (of which offer a little more defense which provides a slim chance of holding out), fight your way into the spawn room and shoot a terminal with a rocket. That would solve spawn room camping and make both attacking and defending more fun, as well as offer a bit of an indoor area to fight in (indoors and doors themselves are needed to prevent cheap bombardment on the spawn rooms).
Tatwi
2013-09-06, 02:39 PM
Right on bpostal!
Remove the spawn rooms and all of a sudden people have to find something else to do than stand in one or hope they can form a defense from one.
Remove the spawn rooms and instantly the focal point of all bases changes from spawn room camping to capping and holding the points.
Remove the spawn rooms and all of a sudden people will understand how important it is to place a sundy and defend it (though they are far too squishy against suicide C4, given how easy they are to find).
Really, the next most important thing to do is solve Timealude's concern that people run around not knowing what do, which I covered in my suggested change to "Instant Action". If IA put was really a squad forming tool, then it encourages leaders to lead and hapless people to follow orders.
I think somewhere along way in the last couple years SOE lost track of the following reality:
How many thousands of games are there out there already for people to run around in and fight at random? I really don't PS2 should be pulling any punches when it comes to expressing to players that it is a team based game. Instant Action put players in a team. Don't want to play in a group? Cool, don't, but don't expect the game to help you any. It's just not that kind of game, sorry.
Suggestions here on PSU aren't simply to make Planetside 2 into Planetside 1. They are, in the large majority, gear toward making the game function properly as a squad/platoon, objectives based, opened ended combat game. Sadly, there are just too many game play systems in PS2 that actively work against that concept. Spawn rooms are a perfect example, because they let the masses randomly mass and flail about "doing their own thing" so unsuccessfully that eventually they just logout and never come back.
It's not a bad game, but like I said a year ago, it is very much lacking community building game play systems and at this point, it barely even encourages interacting with your fellow faction members. IF you don't care about your KDR, then who cares what happens, you can always spawn somewhere and keep shooting doods! *sigh*
"Lone wolfing" in itself isn't a bad thing. It's simply the fact that the game does not encourage nor guide users to do anything else. As a result, everyone is a "leader" and apart from those in organized outfits, people don't feel the need to work together.
Either force people to play together (and this goes for forcing the factions to fight each other rather than ghost capping!) and be proud of it or turn PS2 into yet another round based shooter game. This half assed, wishy washy in between land just isn't working (unless the viable market for this game is less than 50,000 people, give or take...).
bpostal
2013-09-06, 05:56 PM
I do want to point out that I'm not sure removing spawn rooms completely solves the overall problem, I just want the spawn rooms in a logical area where they can foster the flow of battle. Ideally it'd be something along the lines of (really really simplified):
[Spawns]>>>>>>>>>>>>[CC]<<<<<<<<<<<<<[Attacking AMSes]
with the ability to destroy the spawns instead of forcing players to camp them (Destroying the spawns means using your existing momentum to sweep the CC clear and destroy all nearby opposition in the base). The current spawn room placement, in most every base, simply tosses the players into the CY so that the defensive faction needs to assault through the bulk of enemy forces simply to establish (or reestablish) defensive positions around the CC. Figment had a really good writeup that I now can't find for the life of me.
Carbon Copied
2013-09-06, 06:55 PM
I do want to point out that I'm not sure removing spawn rooms completely solves the overall problem, I just want the spawn rooms in a logical area where they can foster the flow of battle. Ideally it'd be something along the lines of (really really simplified):
[Spawns]>>>>>>>>>>>>[CC]<<<<<<<<<<<<<[Attacking AMSes]
with the ability to destroy the spawns instead of forcing players to camp them (Destroying the spawns means using your existing momentum to sweep the CC clear and destroy all nearby opposition in the base). The current spawn room placement, in most every base, simply tosses the players into the CY so that the defensive faction needs to assault through the bulk of enemy forces simply to establish (or reestablish) defensive positions around the CC. Figment had a really good writeup that I now can't find for the life of me.
Not Figment's but I'm pretty sure this is the flow you're thinking of:
Varsam
2013-09-06, 09:57 PM
...eh.
Would turn the game into Transportside 2, where you drive for 20 minutes only to be blown up by mines/C4 upon arrival. Your system is all well and good for organized outfits who can efficiently manage transport (which is surprisingly few of them), but it'll immediately alienate newer players and lone wolves. These are the changes I'd make if I wanted to narrow the target audience down to the original planetside 1 players. I'm guessing the devs want to avoid that.
bpostal
2013-09-06, 11:34 PM
Not Figment's but I'm pretty sure this is the flow you're thinking of:
Haven't seen that one before, but it does kinda illustrate my point.
Of course, the ideal isn't exactly that kind of Planetside style base setup but something similar.
Sledgecrushr
2013-09-07, 12:04 AM
This is a big game, I dont really want to have to hoof it to each and every fight. The limitations to movement that we have now in the lattice seems fine by me.
Blynd
2013-09-07, 02:06 AM
what they need to do is remove about 1/2 the bases and outposts and make it a distance between each so there has to be transport etc.
this they could do once they get hossin and searhus out to live servers as there would be enough to fight over across 5 continents but less bases on each continent
bpostal
2013-09-07, 02:10 PM
what they need to do is remove about 1/2 the bases and outposts and make it a distance between each so there has to be transport etc. ...
Where's the button to add to your internet points? +1 either way
It'll help overall to encourage fighting between bases. My only concern is: If an enemy faction is pushing from base A to base B, the TR can set up striker squads and the VS can set up lancer squads...what do the NC set up to interdict enemy forces at mid/long range? No, Not Phoenixes. They're okay but I can't really see them having the staying power needed for 'middle of nowhere' combat.
Taramafor
2013-09-07, 02:34 PM
what they need to do is remove about 1/2 the bases and outposts and make it a distance between each so there has to be transport etc.
this they could do once they get hossin and searhus out to live servers as there would be enough to fight over across 5 continents but less bases on each continent
I'd have to agree. The distance between bases is somewhat silly when you can easily zerg the next one on foot. Not that many people do, but more distance would help with setting up defense which could counter constant zerging.
camycamera
2013-09-08, 10:15 AM
regarding spawn rooms, i have said this time and time again. they need to be underground, they are TERRIBLE as they are now. moar PS1.
and also
Allowed vehicles to travel through warpgates
Brought back Galaxy deploying/spawning OR allowed a galaxy to carry a Sunderer
all of them are coming.
however, honestly removing instant action and squad spawning wont do anything to make the game better; they don't harm the game at all.
Zadexin
2013-09-09, 03:04 PM
Camping the spawn room is only a problem for those that choose to subject themselves to it. It is not a game flaw. It is a player flaw on the part of the defenders. If your spawn room is locked down and that is frustrating you, stop spawning there.
I partially agree. look, you lost the base. Now go away. Your one derpy infiltrator thinks he is going to be all Snakeyes and back hack the cap point. So the whole damn army has to sit and watch the spawn room. *wank, wank* Or even worse people make a game out of sticking their barrel outside the forcefield to headshot a camper. The problem is there is no game mechanic to discourage or prevent this retardation. THAT is the design flaw.
Putting spawn bases underground is not going to fix spawn camping. We already have the tubes and people just sit and camp those or park tanks on top of them. Basically you are just trading one camping spot for another.
Being able to Destroy the spawn, like we can with the SCUs would go a long way to keeping down the camp factor. Although it shouldn't be a one hit kill. I think every base, even small ones, should have some kind of shield generator to scu room.
Then you have a nice point to point battle flow instead of camping.
AMS----->SCU Shield generator----->SCU
Most outpost already have 2 empty buildings, they can just put the functionality in. As I always say, this game needs more points to blow up, not less. And maybe make it where you have to shoot the thing a whole lot to break it instead of 1 button overlaod. Everybody loves unloading clips into generators now anyway. Why not make it actually do something. That would keep the ghost cappers from breaking it easily, if it takes more ammo than an infiltrator can carry.
I like the OP's ideas but they are very PS1. Lets keep squad deploy but lets make it a Cert skill called Drop Pod. Then you actually have to equip it and take a meaningful risk by not having a c4 pack or something.
what they need to do is remove about 1/2 the bases and outposts and make it a distance between each so there has to be transport etc.
I actually think the distance is ok, but maybe take out some vehicle terminals or restrict the spawn ability of minor bases. Why take the amp station when you can spawn tanks from any of the 3 satellite bases around it? Why does a biolab spawn heavy tanks? Keep the number of bases because in my book more stuff to blow up = good. What you don't want is to be shot down between bases then have to walk for 15 minutes just to get back into the game. Even though its realistic, its not fun.
tricome
2013-09-10, 10:40 AM
The funny thing about this is they have sort of fixed the spawn room thing in the Amp stations I think it is. The ones where you can take a tunnel to the point.
Just last nite were were getting camped in our spawn in one of the amps and one of the outfits organised everybody in the spawn room and all at once to hit the tunnels and retook the amp station.
I don't see a problem with this type of spawn room but the ones where you've nowhere to go but outside the shields to your death need to go asap.
Rahabib
2013-09-10, 10:52 AM
The funny thing about this is they have sort of fixed the spawn room thing in the Amp stations I think it is. The ones where you can take a tunnel to the point.
Just last nite were were getting camped in our spawn in one of the amps and one of the outfits organised everybody in the spawn room and all at once to hit the tunnels and retook the amp station.
I don't see a problem with this type of spawn room but the ones where you've nowhere to go but outside the shields to your death need to go asap.
more tunnels out and/or perhaps having jump pads near the exits of spawn rooms may help a bit simply to spread out the attacking forces. However, if a zerg rolls into town with sufficient numbers, they can still camp tunnels and pads. But again, it would help to have more of this. Part of the reason I mentioned it may be worth discussion is that if spawn rooms were removed and replaced with IA, you wont be able to predict the spawn (see post #2 for more info). The battle would continue all the way up until the territory flips in which case they would not be able to IA into that territory. This makes battles more interesting because you don't end up winning the battle and then have to sit around for 3 minutes to flip the territory just to get your points. However, this would make attacking more difficult (which I don't necessarily think is a bad thing). This is my view which differs from the OP post. That said, simply adding a lot more exit options like tunnels and jump pads next to the spawn rooms would help, especially on the smaller outposts.
Carbon Copied
2013-09-10, 11:32 AM
The funny thing about this is they have sort of fixed the spawn room thing in the Amp stations I think it is. The ones where you can take a tunnel to the point.
Just last nite were were getting camped in our spawn in one of the amps and one of the outfits organised everybody in the spawn room and all at once to hit the tunnels and retook the amp station.
I don't see a problem with this type of spawn room but the ones where you've nowhere to go but outside the shields to your death need to go asap.
As with most things in this game they've "sort of fixed it" once again with a band aid - the hilarious thing is this just moves where people camp. Main force pound the spawn, squads relocate to outside the poop chute tunnels and blow you a way there instead; it's not really fixing anything. Whether or not you take retake the base is entirely situational to who (and numbers) you're fighting and doesn't change the fact it's awful design and lacklustre small moment gameplay.
SolLeks
2013-09-10, 01:57 PM
Not Figment's but I'm pretty sure this is the flow you're thinking of:
I really miss well designed bases =(
SolLeks
2013-09-10, 02:01 PM
Where's the button to add to your internet points? +1 either way
It'll help overall to encourage fighting between bases. My only concern is: If an enemy faction is pushing from base A to base B, the TR can set up striker squads and the VS can set up lancer squads...what do the NC set up to interdict enemy forces at mid/long range? No, Not Phoenixes. They're okay but I can't really see them having the staying power needed for 'middle of nowhere' combat.
I would say, after halving the bases and making the spawn rooms underground with the cap points on the top floor (ahla PS1 style), you could tone down infantry AV and AA capabilities (not make them to weak, but weaker then they are now) and / or buff tanks / air. That will make the inbetween base fight more about proper vehicle use with infantry support and then make taking bases infantry ordeals after the 'courtyard' is captured. That would solve a lot of problems IMO (hmm I wonder where this concept came from ^_^ )
Then make the despawn timers much longer as long as someone owns the vehicle, and we are set.
oh ya, forgot to say but we def need to get doors and destroyable tubes in, that was one of the best parts of PS1, fighting to the spawn room and downing the tubes. and for doors, it was funny to watch some random open them and a shower of lightning shells fly in, then you just facepalm and keep defending.
Taramafor
2013-09-10, 02:07 PM
The problem with spawn rooms is this. They're targets that can be easily surrounded. And no one wants to go out and be the first to get shot at. Spawn rooms, by their own design, fail to work properly because of this. So unless there's more indoor/cramped spaces where people can establish a foothold in hallways and the like, the only solution to this seems to be the one that's been done in the past and proven to work effectively. CP's in the open without a cheap ass shield. Just like in battlefield/battlefront. I'm no fan of battlefield (not to say I dislike it. I'm simply not a fan) but it does work. People have to move to another CP once it's taken over and if a CP is in the open, people will start using other bases to counter attack instead of hiding in a room with a shield. I say put a CP in each base that's reasonably defenseable yet also keep the domination (points A, B and C). This way you can storm the CP OR take the points. Maybe have some bases that do one or the other. Naturally keep the influence in effect for taken over CP's so they can't be ghost capped.
bpostal
2013-09-10, 05:51 PM
The problem with spawn rooms is this. They're targets that can be easily surrounded. And no one wants to go out and be the first to get shot at. Spawn rooms, by their own design, fail to work properly because of this. So unless there's more indoor/cramped spaces where people can establish a foothold in hallways and the like, the only solution to this seems to be the one that's been done in the past and proven to work effectively. CP's in the open without a cheap ass shield. Just like in battlefield/battlefront. I'm no fan of battlefield (not to say I dislike it. I'm simply not a fan) but it does work. People have to move to another CP once it's taken over and if a CP is in the open, people will start using other bases to counter attack instead of hiding in a room with a shield. I say put a CP in each base that's reasonably defenseable yet also keep the domination (points A, B and C). This way you can storm the CP OR take the points. Maybe have some bases that do one or the other. Naturally keep the influence in effect for taken over CP's so they can't be ghost capped.
You're probably closer to the truth when you note that there's a distinct lack of available footholds to push to from the spawn rooms. Even allowing for the tunnels, their grav-lift exits don't allow you to take stock of what you're jumping into, the tunnel exits almost exclusively favor offensive camping positions. When you jump up out of one of the tunnels from the spawn room, you're committed 100% with little to no intel (unless you send one poor bastard to test the waters first). In my mind, that's exactly backwards of what should be utilized.
An example I can think of are the teleporter rooms in the biolab. We can all agree they're pretty terrible. What would happen if you took that entire shack and moved it into the middle level of one of those banana shaped buildings? Or one of the two level buildings? Sprinkle in some cover and you've got a decently sized area with good cover to allow you to push out of.
Since we've already brought up Planetside, I'll note that in most instances, the two main side exits on the spawns were typically camped. They were a door, leading to a horizontal tunnel with a slight grade. The back door, leading to the two level 'kitchen', medterm and lower exit to the basement. The kitchen provided the defending faction some height and cover advantages, while the basement was covered in cover. This allowed beleaguered forces to push out the back and hit either the CC, Gen, stairs or any number of places within the facility.
ChipMHazard
2013-10-06, 10:38 AM
I completely agree that the current location of spawn rooms is heavily flawed. Like Postal I don't want them removed from the game, just put inside a building. Besides that I would also prefer said base layout to be more like what we saw in Planetside 1, in the sense of bases actually being more of a complex than just buildings scattered out across an area.
Basicly the level design changes that Figment has suggested in the past. If at all possible.
Escroteitor
2013-10-06, 01:31 PM
I think the problem of spawn rooms is the environment around them. Mountains were enemy snipers can shoot you down and you can't climb it. Walls that cover your enemies (and those walls are supposed to cover you), the inability of throw explosive weaponry from inside to outside, the lack of a proper defensible roof (probably can be solved with more shields), easily accessible by vehicles (air & ground), etc.
They need to be further from the capture points, and need to have underground installations with exits at some covered points of the base.
Maybe more teleporters to some others force-field buildings in the base.
capiqu
2013-10-06, 06:12 PM
I wonder if 2 spawn rooms per base would help base defense. If the enemy is camping 1 spawn room you can spawn out the other.
ChipMHazard
2013-10-07, 03:39 AM
I wonder if 2 spawn rooms per base would help base defense. If the enemy is camping 1 spawn room you can spawn out the other.
Not if they are still placed outside in the open, since the same thing would happen and does happen in the bases on Esamir that does have two spawns.
capiqu
2013-10-07, 12:02 PM
Not if they are still placed outside in the open, since the same thing would happen and does happen in the bases on Esamir that does have two spawns.
I agree the spawns should be inside the main bases. Please eliminate vehicle spawn camping. The base court yards should be wide open. This would encourage vehicle warfare at the base. Once the attacking force wins control of the Courtyard they can all get off their vehicles, deconstruct them to put resources back into the pool, and move inside to take the base.
Timealude
2013-10-07, 01:35 PM
wouldnt players just find a way to camp indoor spawn rooms with maxes or just over whelming force?
ChipMHazard
2013-10-07, 01:38 PM
wouldnt players just find a way to camp indoor spawn rooms with maxes or just over whelming force?
Yes, but it's easier to make a push against camping infantry than camping air, ground vehicles and infantry:p
Timealude
2013-10-07, 02:21 PM
Yes, but it's easier to make a push against camping infantry than camping air, ground vehicles and infantry:p
this is true, but some how i feel it might turn into another bio farm situation...depending on how much cover is in the base or around the spawn room ;)
capiqu
2013-10-07, 05:32 PM
This is where 2 Inner spawn rooms per base would come in handy. I mean the pace of territory turnover in Planetside2 is too fast. I've seen when an empire has nearly 50% or more of a continent when I log off. I log in an hour later and they are practically warpgated. I know territories should not be impossible to take but it shouldn't be that easy either.
capiqu
2013-10-13, 04:29 PM
Not if they are still placed outside in the open, since the same thing would happen and does happen in the bases on Esamir that does have two spawns.
I didn't even know that Esamir had facilities with 2 spawn rooms. I never play on Esamir since it only has 1 tech plant and I find that very annoying.
Gonna have to visit esamir to see those dual spawn facilities.
P.S. I feel that the reason Indar is always full and Esamir and Amerish are not is because of the greater number of facilities. I don't know about reducing the number of facilities to increase the distance between facilities. I believe a larger court yard would produce a more enjoyable play with vehicle vs vehicle, Infantry vs Infantry or Infantry vs vehicle. Step one surround the base, step 2 take the court yard and step 3 take the main building.
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