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2012-06-08, 12:57 PM | [Ignore Me] #1 | ||
Lieutenant Colonel
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As it stands, there is only one tactic to control a base that I can tell. Capture points. PS1 offered many more avenues and base systems to disrupt, or shift how the base was being captured or defended. Right now, while there are more capture points to capturing a single base, instead of just the command center. The elements that could add deus ex machina moments seem to be gone.
NTU/Ant/Drains, Generator, spawn point removal ( Through destruction or Gen dropping/Hacking ), Hacking disruptions, Equipment denial... Nonexistent in PS2 as far as I know. I believe my point is that its about the options to approach a situation, and form a plan accordingly, at a squad or empire level. Things like having one squad drop a gen, or defend it/Repair it ETC... Many of those moments, and the possible comebacks or counters are missing. Those elements of base capture created some really exciting moments that many remember to this day. PS: Also, where are the doors? Last edited by MrBloodworth; 2012-06-13 at 10:50 AM. |
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2012-06-08, 01:22 PM | [Ignore Me] #5 | ||
Brigadier General
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We haven't heard much word on the other capture types, but they did state frequently during the E3 streams that there would be more ways to capture.
They may still be deciding which ones they want to use. There may even be some added during beta, or even post launch. Remember that LLU's were added after the first Planetside had already launched. I wouldn't mind seeing a base or two having the timer hack like the first game. Maybe not 15 minutes, but that would be for playtesting to decide. An LLU style flag system would be fun as well. I hope we see a lot of variety. |
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2012-06-08, 01:25 PM | [Ignore Me] #7 | ||
Private
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As far as I can tell, and someone with more knowledge can correct me, they have "loose" plans to implement content just as generator rooms or other tactical objectives. In some videos Higby talks about being interested in adding such content in the future.
I think it's pretty unlikely that the developers will leave PS2 the way it stands now with virtually no objectives other than taking control points in a base. IMO, SOE is good about consistently adding new content to their games, and I doubt that content will solely be in the form of player customizations over skins and weapons. PS2 has the potential to be a great competitive FPS game ala SC2 style with just as devoted players. It would be silly for them to screw this potential up by just focusing on implementing BF/COD elements to a stripped down PS game. I think we'll have to wait till beta to see. Last edited by Madcut; 2012-06-08 at 01:27 PM. |
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2012-06-08, 02:45 PM | [Ignore Me] #8 | |||
Lieutenant Colonel
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I like the idea Malorn had, where some can ONLY be opened by Hackers, and would open a completely different route to a goal. Again, SOMETHING needs to require classes. |
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2012-06-08, 02:52 PM | [Ignore Me] #10 | |||
Lieutenant Colonel
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That's just an area where we disagree, and that's just fine. I personally have no issue with "We didn't bring a hacker, we need to rethink our plan" I do like the idea of optional paths, for lack of another term. Not required, but quite helpful. That base concept (optional) can be expanded. Last edited by MrBloodworth; 2012-06-08 at 02:55 PM. |
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2012-06-08, 01:22 PM | [Ignore Me] #12 | |||
First Sergeant
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As for your other points, as I discussed in that other thread, whilst they created some great moments they equally created just as many bad ones. Generators, I feel, were ultimately more detrimental to the game than beneficial. Whilst the option was certainly effective, it was too effective far too often. More importantly it was the fact that it often detracted from active gameplay that. Whilst I am disappointed to see the NTU system not make a return I can understand why. Most players saw it as more of a hassle, again something that took them out of core gameplay, rather than something fun. Not to say that it didn't have its moments. I could go on, but my message is that I think that the removal of some of these features focuses people back on the core aspect of the game. With that out of the way, I am concerned that we have only seen the capture system presented to us at Zhuravan(?) AMP station. They seem to have implied that there are more and differentiated systems but we have yet to see that. I certainly hope that hacking/disruption is actually included and has substantial features to it. Again concerned we haven't seen much of it yet. TL;DR Most things that are gone seem to be for good reason, we haven't been shown enough diversity so far however. |
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2012-06-08, 01:41 PM | [Ignore Me] #13 | |||
Lieutenant Colonel
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I respectfully disagree that the elements created bad game play, but I also do not subscribe to the notion I must be shooting at something every second of the game. Part of the draw I feel of PS was the tools given by the game design to approach things differently than just capturing a Command center. Removal of those options does not make it a better game, there needs to be elements for all users, not just FPS fans. The shooting game they also have covered. Right now, it seems bases are very limited. Not very dynamic, and lack any tools given by the system for different methods of capture, making it a bit stale. Players refilling the silo right before it went neutral created some of the best moments in any game. So did the push/pull of generators, and spawn rooms. Clearing and repairing a squad defending a dropped generator was another epic moment that needs to stay. My proof is the many stories, from life, as well as war stories from PS1 experiences. I would like to see PS2 have multiple points to sway, or change how something is being captured. Thoes Deus ex machina Moments. |
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2012-06-08, 01:53 PM | [Ignore Me] #14 | |||||
First Sergeant
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I don't want to get particularly hung up on categorisation but the fact remains the game was marketed as, and is currently still, as a first person shooter. These types of features are supplemental to the experience and not what should be considered core. Additionally, NTU almost stopped being relevant once it stopped being drained when players/vehicles were spawned. All that remained was a mechanic that reinforced maintenance (as it was spent to repair base facilities) and as a means of opening a base irrespective of lattice (via drains).
This is of course subjective, but I think something that the target market SOE seem to be going for would not enjoy.
Dues ex machina moments will likely exist regardless of feature set however. Last edited by Duddy; 2012-06-08 at 01:59 PM. |
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2012-06-08, 01:55 PM | [Ignore Me] #15 | ||
Captain
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We need T2-style gens and destructible equipment (equipment stations, vehicle stations, radar, lighting etc...). Obviously we'll be getting alternative capture types (hopefully more than the CTF/CC versions in the original).
Some indoor vehicle terminals behind indestructo-windows would be nice (might already be in game actually). The Hex/resource system has lots of potential to add to the strategic depth of the game, but it can't stop there. Last edited by GreatMazinkaise; 2012-06-08 at 01:57 PM. |
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