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2011-07-16, 03:36 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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So guys, what do we think outfits will be able to specialise in to customise and improve their outfits?
Higby I believe has already said that:
In my upgrade project I suggested a great number of improvements for outfits (it was one of the first large articles I wrote regarding PS game development). You can see it in its entirety here, but here are the bullet points: First general changes for all outfits:
Now here are the parts I suggest which can be unlocked via specialisation:
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2011-07-16, 03:52 AM | [Ignore Me] #3 | ||
Colonel
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I wonder if outfit experience gain will be normalized for the number of players in the outfit. As one who prefers small outfits, I would not like it if big ones 'leveled' faster. I'm sure the big ones would not like small ones leveling faster either, of course.
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2011-07-16, 04:27 AM | [Ignore Me] #5 | ||
First Sergeant
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That's how PS1 worked AND Matt confirmed it will important to specialise outfits. Should discourage zerg outfits, unless split into several small ones.
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All that matters is that there is enough freedom, and enough fuckers to kill, in the game that Renegade Legion can do our thing. If there is that, then the rest of the game shall be bent to our will, just like the first one was. - Hovis [RL] on PS2 Renegade Legion http://forums.renegade-legion.org |
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2011-07-16, 04:36 AM | [Ignore Me] #6 | ||
Master Sergeant
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I think if a member of your outfit takes some territory, it should have the empire colours and your outfit logo on so people can see your outfit did the job, plus this would give your outfit more points and some extra XP, this making outfits work together in squads. I think the outfit should DEFIANTLY get a logo maker instead of having pre-made ones so we can put our own touch on the game.
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2011-07-16, 05:27 AM | [Ignore Me] #7 | |||
First Sergeant
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__________________
All that matters is that there is enough freedom, and enough fuckers to kill, in the game that Renegade Legion can do our thing. If there is that, then the rest of the game shall be bent to our will, just like the first one was. - Hovis [RL] on PS2 Renegade Legion http://forums.renegade-legion.org |
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2011-07-16, 06:26 AM | [Ignore Me] #9 | ||
Colonel
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Do we know whether outfits will have to pick a single specialization, or be able to spread their skills around in the same way as players?
It could be interesting to allow outfits to "combine" their chat, though that'd serve a similar purpose to an outfit alliance channel, if outfit alliances exist. The only other thing off the top of my head would be letting people "spray" their outfit logo (similar to CS). Quick response outfits could spray the entrances to let allies know the base is being taken care of...Support outfits could spray their logo next to their AMS/Lode etc. or you could even have cloaker outfits spray their logo in enemy territory and ambush anyone who walks on it so you end up with a pile of corpses lying on top. |
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2011-07-16, 06:37 AM | [Ignore Me] #10 | ||||
Lieutenant Colonel
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Edit: regarding small outfits earning specialisations as quickly as larger ones. Its a tricky thing, and perhaps there should be no system which penalises larger outfits; what would happen if there was a small outfit that unlocked all the specialisations they wanted, and then massively recruited? Last edited by DviddLeff; 2011-07-16 at 07:04 AM. |
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2011-07-16, 12:39 PM | [Ignore Me] #11 | |||
Contributor PlanetSide 2
Game Designer |
I suspect that the solution to this has two parts: 1) Outfits earn resources (this was stated), and more players could mean more resources (obviously) 2) Resources can be used to circumvent the cert tree (this was also stated). They didnt' specifically state it was the same way for outfits, but it isn't a huge leap. I think what this means is that you can spend resources on cert advancement. It might be expensive to do so but it could happen. 3) There might be outfit certs that allow creation of separate divisions and specify which bonuses each division gets. If that's the case, then large outfits will collect more resources, which can be used to grow their certs faster than smaller outfits. IF those large outfits want to add more people, some of those certs will have to be spent on the expansion of the outfit, while others would have to be spent getting specializations for the different wings of the outfit. If you're a smaller outfit then you dont' need the overhead of the growth and multiple advancements, but you'll also likely have a slower resource gain since you have fewer people. Seems like it could all balance out if they get the numbers right. If your outfit is extremely efficient then perhaps it can grow faster than another one normally, but since there's still a time component probably not all that much more. Depends on the numbers really. I think we just need more information about the outfit system before we can speculate too much. Pretty much grasping at straws at this point. |
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2011-07-16, 05:33 PM | [Ignore Me] #12 | ||
Master Sergeant
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It could easily be fixed though, they could make it so you cant shoot friendly's while they are hacking, obv. enemies can. Because at the end of the day it makes no sense to shoot your own team, yes fair enough they are wanting to capture it for outfit XP them selves but there just going to have to get there before you.
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2011-07-28, 11:33 AM | [Ignore Me] #13 | |||
Contributor Major
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Small outfits don't level faster. They just require less experience because there are fewer people in it to earn the experience. Thus, an outfit that starts small, advances a lot, and then goes on a recruiting spree has the same level (or whatever) as the outfit that immediately recruited a ton of people and then worked on its advances -- providing that the average amount of experience earned per player is similar between the two. So advance and then recruit doesn't "get you ahead." Now, I have a feeling that outfit advancement will be based on a time component, as well, so such a mechanic might not be necessary -- as time is not something that can be cumulatively gained. 5 players will offer their outfit as much time (that is 1x however long the outfit's been around) as 500 players (also 1x however long the outfit's been around). Now, if, like players, there's an acceleration factor for time spent playing, that may have to scale -- say, the average amount of time played across all players for the last week, or whatever; rather than saying "so long as somebody's logged in, the outfit counts as getting the played time bonus," which would penalize small groups that all play at the same time vs. large groups with playtimes spread throughout the day to maintain a constant presence. |
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2011-07-16, 11:48 AM | [Ignore Me] #15 | ||
Sergeant Major
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Well bring on the Hate (You'll See)
So World of Warcraft has a great guild leveling system they have daily and weekly caps so that all guilds level at somewhat the same pace. Granted larger outfits will hit the cap first because many more players contributing and all that but the caps allow smaller guilds to catch up through regular play You also have to earn rep with the outfit to unlock different tiers of perks You also have to work together as a guild to unlock the perks in the first place as well while dealing with the caps and not being able to the use the perks you help get because the personal requirement for them. Pretty decent system will it work for PS2 who knows |
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