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2011-09-21, 09:37 PM | [Ignore Me] #1 | ||
Sergeant
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Hey, I've been thinking about exactly how the missions in Planetside 2 will work. It has been mentioned that a squad leader say can issue missions to his squad.
I was wondering how they will make it so the different faction's missions will overlap. Using the names of Planetside continents to make it simple, what if a few Vanu squads launch missions against the NC on say Amerish, and the NC launch missions against the Vanu on Cyssor. What if both sides decide not to stop the other just because they want to sit on their exp/resources they get from completing their missions on the others continent. How can combat be guaranteed. (I am a bit of a worrier, and i really want this to be awesome. If I'm seeing problems where there are non just tell me ) |
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2011-09-21, 09:56 PM | [Ignore Me] #3 | ||
Brigadier General
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0 points for not understanding the very basics of planetside 2 at all
It wont be just 1 or 2 fights on the conts anymore, they intend to have fights on all continents. Completly avoiding the enemy is impossible until the enemy runs away from you. At least that seems to be the idea. Beta will show if that actually works, i assume that design will fail completly, as players tend to go to other players, means filling one continent to full before even remotly going for another one. |
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2011-09-21, 09:58 PM | [Ignore Me] #4 | ||
Brigadier General
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I wouldn't worry too much about that specific issue for 2 reasons:
1) It sounds like the mission system is effectively replacing what CR5s do ad hoc with globals now which is "Hey everybody go over there." 2) In the early days of Planetside (when I had to walk to school barefoot in the snow uphill both ways) finding a fight was never a problem. There were always multiple fights happening across the continents, so the question wasn't "where can we find a fight?" the question was "which fight do we want to have?" In the end, no matter how valuable resources are, we will be playing to fight so it will trend towards that result. Last edited by Raymac; 2011-09-21 at 10:00 PM. |
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2011-09-21, 11:17 PM | [Ignore Me] #6 | ||
Major General
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I believe Higby said in the lunch interview that at the start (or when no other player generated missions exist) that the system would automatically generate missions.
I would assume that commanders would be given a tool/utility to use, similar to the things the current Command Uplink Unit can do. But even more since there will be a skill tree to train into. This will give commanders insight into what goals need to be achieved for the empire and thus giving the commanders content to produce a mission. |
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2011-09-22, 12:24 AM | [Ignore Me] #7 | ||
It's likely that the automatically generated missions could may be automatically created based on missions created by players on opposing factions.
I.E. NC Player with command skills creates a mission to drain Zotz, after a little while an automatically created VS "zOMG DeFEND ZoTZ!" mission appears for the VS (Yes, i am basing my example on the current PS... it's just an example) |
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2011-09-22, 05:59 AM | [Ignore Me] #8 | ||
Captain
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I definitely hope that the automated mission system doesn't immediately generate counter-missions for user-made missions. The latter should be surprising and initially secretive, like a behind-enemy-lines gen hold or drain.
On the other hand, I hope that, for instance, when the system creates a zerg mission for TR to attach tower X, then it will also create a mission for the VS to fortify and defend tower X. This way the TR won't waste time hacking an empty tower and instead everyone will be plunged into a decent fight immediately. |
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2011-09-22, 10:09 AM | [Ignore Me] #9 | ||
PSU Admin
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Indeed, also these missions will likely remain afterwards. I think the auto-generated missions will probably be the main way that populations are controlled and moved around in PS2, based on those squad leaders will be creating missions centered around those populated areas.
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2011-09-22, 09:35 AM | [Ignore Me] #10 | ||
Sergeant Major
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My question with the mission system is that Higby has said when you look at the mission list and choose one its ports you that fight.
How close will it put you? What will stop people from exploiting it to quickly port across conts by making a mission wherever they need to go? Is it like Instant Action with a choice, and it will spawn you at the closest spawn point. Or will you Drop Pod in? Last edited by DOUBLEXBAUGH; 2011-09-22 at 09:37 AM. |
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2011-09-22, 10:01 AM | [Ignore Me] #11 | |||
Captain
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You should be able to jump into another mission somehow, though. Which also makes me wonder, how limited will spawning options be once we die/deconstruct... If it's just the closest tower, base and Galaxy, or multiple choices, for instance... |
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2011-09-24, 08:51 AM | [Ignore Me] #13 | ||
Captain
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I think that, in PS1, you could use Instant Action anywhere - it just took a while to deconstruct. I'm positive that nothing stops the PS2 guys from implementing something similar in the sequel. There is no good reason to force a squad/platoon to spend 10 minutes just traveling, when they can just use some functionality to arrive at the closest spawn point or facility. Preferably facility, though.
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