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Old 2013-05-11, 05:50 AM   [Ignore Me] #1
NewSith
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Why It Doesn't Matter Whether We Have Links or Hexes...


So, I hink we've all seen the new WIP. The problem I see with it is that links will automatically cut off the possibility of implementation of a whole level of metagame.


What I imply is following, let's take Company of Heroes for example. Being on a friendly territory gives you certain abilities, or to put it properly being on an enemy, neutral or unconnected territory gives you penalties.

Here're the examples:
  • You can only build defensive structures on a friendly territory.
  • You cannot upgrade buildings outside friendly territory.
  • You cannot upgrade units outside friendly territory.
  • Certain units (British) move slower on enemy territory unless they have a commander unit with them.
  • Certain abilities, like Scorched Earth (Automated Artillery working for a certain period of time, hitting enemies) only work on friendly territory.
...and so forth... There were certain units and companies (a-la generals from CnC Generals) that specialized entirely in fighting on enemy territory, like Airborne Company for Americans, Royal Commandos Support for Brits, etc. Now PlanetSide 2 doesn't unfold the territories potential at all, that's why people only see territories as something tied only to resources.

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The removal of territories can completely eradicate such interesting concepts as territory denial or, hell even outfit benefits and facility ownership. Let's take a look at what we'll never get then:
  • AMS having a longer spawn timner on an enemy territory.
  • Squad Spawning only available on enemy territories for specialized outfits.
  • Special Facilitiy upgrades
    • Reducing 2D/3D spotting time on the territory
    • Reucing respawn time on the territory
    • Adding territory radar
    • ...etc
  • Special Commander abilities, tied to territory
  • CE metagame, like having some CE deployable only outside enemy territory, like say MANA turrets or special terminals...
  • ...and opening the ability via Outfit specialization.

I can come up with lots of stuff on this matter, but there's one final point. The new small hexes allow territory to be set by them and not just be radial, like in PS1 with its SOI's. This means that the benefits mentioned above will be valid on the whole entirety of the frontline.


TL;DR Think twice before embracing the Good Ol' Lattice, represented by links instead of hexes.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-05-11 at 10:34 AM.
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Old 2013-05-11, 06:02 AM   [Ignore Me] #2
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


they could work out an algorithm which adds the SOI of basses together and fill the gaps around the front line . also it would be more organic than the hex SOI were you quickly move from territory to territory. But obviously this doesn't seem simple
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Old 2013-05-11, 06:25 AM   [Ignore Me] #3
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Was just going to say something about the SOI, but you beat me to it.

What phantom said.
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Old 2013-05-11, 06:31 AM   [Ignore Me] #4
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


I just fail to see why they need to break a simple system, to create an even simpler system, but with handicaps, to later implement an extremely complex system, that would only turn away new players. This is what one of the problems of PS1 was, it was way too complex where it shouldn't have been.


EDIT: Besides if they do the first 2 steps, I doubt they will EVER go for the third one (the one with the complex system). They are not renown for this.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-05-11 at 06:36 AM.
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Old 2013-05-11, 06:45 AM   [Ignore Me] #5
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...




So you can still have enemy and friendly territory, from a TR perspective, blue and purple areas are enemy territories. Red is friendly. One small adjustment to sharpening the gradient and you have something that works better than the hex system ever could.
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Old 2013-05-11, 06:48 AM   [Ignore Me] #6
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by Punker View Post


So you can still have enemy and friendly territory, from a TR perspective, blue and purple areas are enemy territories. Red is friendly. One small adjustment to sharpening the gradient and you have something that works better than the hex system ever could.
Okay, now plese draw the line where TR territory ends and NC/VS territory starts... Give me a clear definition on where I exit my land and enter enemy's.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-05-11, 07:13 AM   [Ignore Me] #7
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by NewSith View Post
Okay, now plese draw the line where TR territory ends and NC/VS territory starts... Give me a clear definition on where I exit my land and enter enemy's.
Agreed. That is something that I do want to change. They didn't have to remove the hexes entirely, could still have used them as a way to better define borders, UI wise.
I don't like how the areas blend into each other. Altough being colour blind I am biased in this respect

I can certainly see your point about the possibilities tied in with having territories, Sith. Not sure I really care what system they go with though, as long as they pick one and stick with it. The current hex system has potential, which has yet to be tapped.
I'm sure they will add in an AOI if needed, which I do hope becomes needed in some fashion. But still, the game is very far away from being able to expand on either with player placed/owned buildings, special buildings that give benefits to an area (Like a radar dish) etc.
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Last edited by ChipMHazard; 2013-05-11 at 07:18 AM.
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Old 2013-05-11, 08:54 AM   [Ignore Me] #8
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


I think the end result will be that the territory boundaries between factions are going to go on the "territory control" tick box filter; I'd be very suprised if they don't.. as although the lattice lines give a good push/pull direction without the need for the individual hex blocks it doesn't give a clear front line to some.

Changing colour intensity will probably help (I'm partially colour blind and have to have them on primary Red/Blue/Dark Purple in order to see them more clearly on the map/HUD); but a hexed zig-zag line will just help define it I think along with the lattice lines. I do like what they've done though.
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Old 2013-05-11, 10:10 AM   [Ignore Me] #9
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by NewSith View Post
Okay, now plese draw the line where TR territory ends and NC/VS territory starts... Give me a clear definition on where I exit my land and enter enemy's.
Here you go.

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Old 2013-05-11, 10:28 AM   [Ignore Me] #10
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by fierce deity View Post
Here you go.

You do realise you only strenghtened my point with this drawing? It eludes me why people keep making posts like these, knowing that the original message was rethorical...

I can also draw lines as much as I want, but they will NOT be precise, unless there's a distinct visual indication of borders in the game itself.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-05-11, 10:37 AM   [Ignore Me] #11
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by fierce deity View Post
Here you go.

exactly.

just a matter of tweaking the visibility of the borders.
something soe should be able to do.

and the rest of the wip pic simply is boss! we need the links (or lanes or what they call it) to be visible at a glance. and the wip delivers!
could be even a little more visible like with thicker lines.

the map as it is, is not very useful. you have to stare and search for everything. it needs simple and clear elements, and the wip pic is a big step in the right direction.
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Old 2013-05-11, 10:28 AM   [Ignore Me] #12
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by NewSith View Post
Okay, now plese draw the line where TR territory ends and NC/VS territory starts... Give me a clear definition on where I exit my land and enter enemy's.
There isn't, and really there never was with the hex system. Because it's irrelevant. It's not like you're within range of a base to get it's cap xp or status updates when you're in it's hex. It was just a way to try to map out the map, and SOE admitted it wasn't perfect.

It's like a tailbone now, there but not needed.

Battles are never defined by territory borders either, this is what hot spots are for.
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Originally Posted by Higby View Post
And if you back in 2003 decided you wanted to play RTS games, between then and now you'd have dozens of RTS games you could have played. If you decided to play MMOFPS' between then and now, there were none
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Old 2013-05-11, 10:33 AM   [Ignore Me] #13
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by Lonehunter View Post
There isn't, and really there never was with the hex system. Because it's irrelevant. It's not like you're within range of a base to get it's cap xp or status updates when you're in it's hex. It was just a way to try to map out the map, and SOE admitted it wasn't perfect.

It's like a tailbone now, there but not needed.

Battles are never defined by territory borders either, this is what hot spots are for.
I say that in the OP, but my point is a little bit different. All I said in the OP I can sum up by saying:
If they remove territory, they will "automatically cut off the possibility of implementation of a whole level of metagame".

But if the community doesn't need the game to be strategically deeper, then I have no problem with it myself. And I'm not implying anything here.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-05-11, 06:51 AM   [Ignore Me] #14
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by Punker View Post
One small adjustment to sharpening the gradient and you have something that works better than the hex system ever could.
Please draw a line around what you didn't read.
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Old 2013-05-11, 06:57 AM   [Ignore Me] #15
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Re: Why It Doesn't Matter Whether We Have Links or Hexes...


Originally Posted by Punker View Post
Please draw a line around what you didn't read.
Sharpening the gradient won't do at all. Because the line is still gonna be blurry. And by your one smal adjustment I assume you don't mean drawing a stroke between the territories, since the hex system does exactly the same.

So, please, don't accuse me of not reading what you said, because what you said was pretty much a double standard.
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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