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2012-03-12, 01:51 AM | [Ignore Me] #1 | ||
Corporal
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As you all know, in Planetside 1, fighting facilities were a massive part of the game. I really appreciate all the work that is going into Planetside 2 by SOE to make the game more spread out and fun for everyone. However, I'm a bit concerned from the video footage and statements made by developers on Planetside 2 facilities.
In Planetside 1, you could easily hold a base against greater odds using good tactics and strategy. However, from what we've seen of Planetside 2, it seems like the base is more spread out and open. There's no more hellish chokepoints where back and forth "cluster" battles happen. This eliminates many opportunities to hold ground, and I'm afraid that sheer numbers will be more important than before. Yes, there are choke points. However, there are many ways to easily circumvent them (like walking around the one building instead of funneling through like when Higby got TK'ed). Obviously, some of the stuff we've seen is really nice out of facilities, but please bring back the underground corridors and narrow hallways below the bases and courtyards in addition to what is already in place. The control console is much too exposed, despite there being shield generators. I realize this is an AMP Station but I hope we get to see these underground and more of a "last stand" area like in Planetside 1. Speaking of the generators, that artificial shield generator mechanic seems kind of stupid. Oh sorry, your 600 man army can't get in this room because there's a door with a shield blocking it. Lame. Please no "wait for Beta" routine either, by then most of the design decisions are set in stone. It's in alpha and we've seen the game, so being negative at this point will mean more positive later on (and fun factor). Last edited by Nick; 2012-03-12 at 02:13 AM. |
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2012-03-12, 01:54 AM | [Ignore Me] #2 | ||
Major
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We'll have to see what they're all like during beta. I think it's been said that we take bases chunk by chunk with a sort of check point ish feel. It depends on the base, and where that base is too though.
I'm sure it worries a lot of us but from the sound of it there will be a decent amount of choke points for the attackers once things start pushing towards the spawn and the most high priority sections of a base. |
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2012-03-12, 02:00 AM | [Ignore Me] #3 | |||
Corporal
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2012-03-12, 02:11 AM | [Ignore Me] #5 | |||
Corporal
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So blowing up Shield Generators: copy and paste from Search and Destroy (CoD)/Rush (BF). Capturing areas of base: copy and paste from Conquest (BF). I dunno, I guess I'm just pessimistic. I wouldn't mind this stuff all so much if we just had a Control Console that's in a position that is very defensible underground at the bottom of the base with narrow corridors you can use as choke points. Higby, this is why map design in Starcraft is so important to make the natural expansions have chokes reasonably tight/narrow. So you can use defensive things like Bunkers, Force Fields, Spine Crawlers, etc. Without that ability to defend, all-ining is much more prevalent (or in the case of Planetside - zerging). Really random thoughts as I don't know where to focus my concern, and it's very hard to with still so little information on the game. Anyone else feel the same way? Last edited by Nick; 2012-03-12 at 02:15 AM. |
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2012-03-12, 02:17 AM | [Ignore Me] #6 | |||
Major
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To me it sounded like there were certainly objectives but there's still as many options and ways to go about completing said objectives as there always was. |
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2012-03-12, 03:58 AM | [Ignore Me] #8 | ||
Major
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Personally, I found the base designs in PS1 hellish.
They were far too compact and claustrophobic. It was irritating as hell to attack a base. I was really happy to see the new wide open base design. It's less about spamming and more about using cover effectively. I'm sure that there are smaller areas, but I really hope nothing as severe as it was in PS1. |
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2012-03-12, 04:23 AM | [Ignore Me] #9 | ||
Contributor Major
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I share OP's concerns, but I'm more in wait-and-see mode.
*My* only worry is if the bases are so goddam huge, can you see and hear what's going on at the opposite end of the base...? In PS1 you'd spawn, run for ten-fifteen seconds, and possibly die in the stairwell. Here you might run around for a minute or two, unable to see what's going on, desperate to go to the right place and help, and POW! That's not fun. |
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2012-03-12, 05:12 AM | [Ignore Me] #10 | |||
Sergeant
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Heck, in reality, for an assault to be considered possible the attacker must have at least 3-1 odds, or a severe technological edge. The real question is, why would you design a defensive position (such as a base) that could be taken easily? Why not just leave everything out in the open? |
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2012-03-12, 06:01 AM | [Ignore Me] #11 | ||
Having a few easily-defended choke points meant that an effective base defense could drag the fight on for many hours. Having a meatgrinder fight over the same base where you spawn and die in under a minute is not fun. Bases which are more open and don't have easy choke points means fewer wars of attrition. Which means more fun.
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2012-03-12, 06:46 AM | [Ignore Me] #12 | ||
Lieutenant Colonel
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I am not worried.
When capturing a large base, the more the attackers move towards the center, the more resistance will be met since there will be a concentration of defense. I actually think that will we have base fights that gradually get more intense and finish in a grand finale at the center (or main capture objective of the base, whatever). |
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2012-03-12, 08:11 AM | [Ignore Me] #13 | ||
Staff Sergeant
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For me there's two distinct phases to the base fights.
External and internal. The extrenal fights, pushing up to the base and eventually capturing the CY were, generally, amazing. The internal base fights, for me, were the worst thing about PlanetSide. As DeeTwoEh says above, they were too cramped and claustrophobic. And it looks like the dev team are trying to address that.
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2012-03-12, 08:24 AM | [Ignore Me] #14 | |||
Colonel
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Plus the RL offenses advantage of being able to blow holes in stuff, or just level the place if its too much effort, is nonexistent. So, why would you design it that way? For gameplay, of course. |
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2012-03-12, 08:40 AM | [Ignore Me] #15 | ||
Lieutenant General
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From a gameplay perspective? Because of the challenge for both sides. Because not every group will be of equal size. Because a fight needs to be dragged out to be called a fight and not a walk over. Because of logistics. Because it makes sense. Because sieging and finding a weakness in an enemy defense and exploit it is fun by being both mentally and physically challenging.
Ask yourself if people liked fighting over Bio Labs or Tech Plants more and why? Both from an offensive and defensive perspective. Was the easier to take base considered more valuable, more achievement, more prestigious, more fun to get, prefered to get through the easiest way? |
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