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2012-01-28, 04:46 AM | [Ignore Me] #16 | |||
Sergeant Major
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2012-01-28, 04:50 AM | [Ignore Me] #17 | |||
Major General
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Go play world of tanks, use only 3rd person view and use auto aim, report back to me on your progress. |
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2012-01-28, 04:49 PM | [Ignore Me] #19 | ||
Master Sergeant
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Regarding the concerns for missions, I personally would rather have the system open for players instead of limiting it out of concern for farming. I'm very excited about the prospects of this new system so I welcome the chance to delve into some ideas and potentials.
One possibility to quell the issue of farming is to perhaps have a % based bonus applied to exp gained while on a mission. This bonus could be applied to whatever forms of exp there is going to be. For example combat exp (kills, assists, suppression) or support exp (heals, revives, transports, etc.) Therefore exp would have to gained first and accepting missions provide a tangible benefit. Along with the above thought, the higher the leadership level of the player posting a mission as well as a derived difficulty level (which could be determined by such things as the amount of enemies in the mission area, any opposing missions players have against the objective, etc.) could determine the bonus % applied to the mission. As I've stated elsewhere here on the forums, I think it would a very fun ability for players to use the mission system to coordinate their efforts down to relative specifics. In way to allow outfits to truly specialize in an area and use mission requests suited to what they need to complete theirs goals. With this ability you can give players a real sense of coordination in their respective empire. As well as linking the two major player groups prevalent in planetside, combat and support. Ill paint a picture as well. Think of an infantry outfit, the train to be an infantry unit and spend their outfit certs to further their effectiveness in infantry combat. With the above idea, the need for members to sacrifice certs in order to provide things like transportation, reconnaissance, or engineer support aren't as necessary as they were in PS1. The mentioned outfit can spend all its resources on being a great infantry fighting force and use the mission system for its suport needs. This isn't to say generalized outfits will be penalized, because all players can make use of the system. Ill continue this later perhaps as I'm using my phone and its a bit off topic for this thread. |
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2012-01-28, 05:17 PM | [Ignore Me] #20 | ||
Contributor General
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RE: Missions:
I'd rather missions gave no XP whatsoever. I don't think it is necessary. Say, a mission is capture a tower. The said tower is defended, the fight itself and the consequent xp from kills will be sufficient reward. Similarly if a mission is to capture a a particular target within a base, say shield generator. On the other hand, if a mission is to cature a specific 'hex' which is not defended, the tactical minded people and outfits will do it anyway because is helps towards their overall goal. The only possible downsides with missions is: - trolls, putting up missions designed to annoy (yep, difficult to believe), - 'commanders' putting up missions contradictory to each other, ie the equivalent of counter globalling - 'commanders' putting up a mission that is strategically wrong (not out of mischief but simply not seeing the right response to a situation). I'm not so 'stoked' (mot de jour) about missions. I see them as ok for new people as it makes the game more accessible but the long standing organised outfits may well ignore them. |
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2012-01-28, 05:39 PM | [Ignore Me] #22 | ||
Master Sergeant
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Don't you feel this would in a way be unecessary then, to have missions with such a restriction I mean? As most platoon level groups would communicate directly to achieve their goals.
I think the concept of missions is to allow different groups to coordinate quickly and temporarily to achieve goals. Where-as in ps1, outfits were usually self sufficient or relied on one or few other specific outfits for specific needs. At least, its how I picture the system to be. Probably wrong of course but speculation is fun. |
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2012-01-28, 07:45 PM | [Ignore Me] #23 | |||
Sergeant
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Last edited by nomotog; 2012-01-28 at 07:47 PM. |
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2012-01-28, 08:03 PM | [Ignore Me] #24 | |||
Sergeant
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The fact is that the combat in Planetside was always it's own reward and it was ALWAYS why you kept logging in, i.e., to win an objective or mount a successful defense. To me the whole idea of 'missions' comes across as tacky in much the same way as merits did in Planetside. It didn't add to one's gameplay experience even though it was fun earning the merit. Having said that merits didn't drive anyone I knew to keep logging in. It was the gameplay alone, that sense of beating your opponent which really drove you to keep playing, not because it would mean that a decal would be added to your armour. Last edited by HitbackTR; 2012-01-28 at 08:04 PM. |
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2012-01-28, 08:31 PM | [Ignore Me] #25 | ||
Master Sergeant
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I do agree on quite a few of your points Hitback however the structure of PS1 made the game feel very individualized regarding the combat regardless of how many were fighting. At least, that's how I felt playing.
I hope that missions can give more sense of empires fighting one another instead of differen outfit who just happen to wear the same colors so at other outfits in a different color. |
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2012-01-29, 10:37 PM | [Ignore Me] #26 | |||
Corporal
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2012-01-30, 01:06 AM | [Ignore Me] #27 | |||
Private
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Missions are a good idea, but their main function should be to help the platoon, squad, and higher commanders communicate and give direction. They should not be viewed as a primary source of reward. Although a small reward might be in order. It would be beneficial to use missions to allow experienced players to help and guide newer players. However, there is a difference between using a gun or piece of equipment well, and being an effective guide or trainer. |
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2012-01-30, 07:26 AM | [Ignore Me] #28 | ||||
Lieutenant Colonel
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Example of this being platoon 1 goes in and their sub. objective is to neutralize the spawn tubes in the north east portion of the facility. So there is their mission. While my sub objective for platoon 2 is to take out the generator on the south west to open the path for the entrance to the CC. But my overall objective for both at the Very top is capture the CC.I hope this make sense. Sure we have ventrillo running to communicate. But it helps everybody keep up with the overall objective and progress they are making. This is one of the main reasons I think that missions should be limited to squads/platoons/outfits. A individual player does not need to have the ability to just set random missions up in the game. I might would even go as far as saying just limit it to platoon/outfits. I still standby that they should remove xp for missions. Will have to wait and see. Last edited by Hmr85; 2012-01-30 at 07:29 AM. |
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2012-01-30, 10:21 AM | [Ignore Me] #29 | |||
Sergeant Major
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Well if it was up to me, I'd just make it PS1 style, but I don't see that happening... |
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2012-01-30, 11:28 AM | [Ignore Me] #30 | |||
Master Sergeant
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Squad leaders could designate specific targets for their squad to focus on, FRAGO. Nearly anything could be FRAGOed like Gates, Vehicles, Objectives, Assets (artillery, sensors, etc.) It gave a clearly defined goal for the squad and offered bonus exp on top of any gained while killing, healing, repairing, etc. near the FRAGOed target. When I think of a mission system I picture something a little different, a layered system based on mission type, location, difficutly, etc. A tool that players can use to coordinate efforts and link up quickly and efficiently. All in all I'm eager to see what the PS2 team has in place for it. |
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