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Old 2012-06-26, 05:41 PM   [Ignore Me] #46
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Re: AGN Community Night July with Matt Higby


Don’t let us down Matt, BREAK THE WALLS DOWN!

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Old 2012-06-26, 11:07 PM   [Ignore Me] #47
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Re: AGN Community Night July with Matt Higby


I'm posting this to remind myself to ask about Generators
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Old 2012-06-26, 11:26 PM   [Ignore Me] #48
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Re: AGN Community Night July with Matt Higby


Please ask Matt to discuss "The Slippery Slope" of resource management and how to balance that against still having Empires able to conquer large sections of continents.

Also related: there has been much worry about stalled and stalemated frontlines - how will the devs prevent this?

Big thanks to Hamma and the PSU team for all the hard work you do to keep us in the loop and big thanks to Matt and the PS2 teams for all of the hard work on this game!
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Old 2012-06-26, 11:32 PM   [Ignore Me] #49
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Re: AGN Community Night July with Matt Higby


Will water ever be a part of the game? It played a huge role in PS2 but it looks like it's pretty much absent in PS2. I understand wanting to have every inch of the map playable and capturable but having rivers create choke points for ground forces was a great aspect of PS1.
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Old 2012-06-27, 12:57 AM   [Ignore Me] #50
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Re: AGN Community Night July with Matt Higby


Question for you to ask Hamma

What is the purpose of hacking in PS2? With the absence of vehicle hacking and from what we have seen from the E3 steams you don't need hacking to take a control point and I didn't see any doors to hack where will hacking come into play other than being able to hack control points faster then everyone else?

Or was is like that just for E3 (I'm hoping this is the case)
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Old 2012-07-03, 01:11 PM   [Ignore Me] #51
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Re: AGN Community Night July with Matt Higby


Q's.

Can you give a review of the beta activity to date and a look forward , but only if you feel able to?

XP - we have seen on the videos xp awarded per kill and ver vehicle destruction, this appears to be a flat rate per kill. Will the xp vary in some circumstance, e.g. the person killed has stayed alive for some time (similar to PS1 xp gain)?
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Old 2012-07-03, 01:40 PM   [Ignore Me] #52
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Re: AGN Community Night July with Matt Higby


Please ask Higby how he sees the beta going so far . Also wouldn't hurt to ask what trends he's seeing and whether that is a good thing or it is a early sign of a overpowered weapon/class/vehicle.
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Old 2012-07-03, 03:15 PM   [Ignore Me] #53
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Re: AGN Community Night July with Matt Higby


Originally Posted by waldizzo View Post
Can you please talk about what other base capture mechanics there are besides the "hack and hold" capture point system we've seen?

We've seen some talk about power generators in bases. Have you decided upon what function the generators will have?

Can spawn tubes, weapon terminals and vehicle terminals be destroyed or otherwise disabled?
I'd love to hear about this too
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Old 2012-07-03, 11:02 PM   [Ignore Me] #54
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Re: AGN Community Night July with Matt Higby


/\ can i hack a terminal as an infiltrator and switch to another class?
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Old 2012-07-03, 11:12 PM   [Ignore Me] #55
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Re: AGN Community Night July with Matt Higby


Originally Posted by LazyBonez View Post
Question for you to ask Hamma

What is the purpose of hacking in PS2? With the absence of vehicle hacking and from what we have seen from the E3 steams you don't need hacking to take a control point and I didn't see any doors to hack where will hacking come into play other than being able to hack control points faster then everyone else?

Or was is like that just for E3 (I'm hoping this is the case)
Earlier footage had discussed the potential to hack doors to spawn-points in bases to gain entry. We've only seen a few small facilities so doors may become more prominent as well, for example the Hadvar(?) short video showed soldiers shooting from a doorway with a force-field, that may need to be hacked for attackers to gain entry.

I believe TB's night-ops video also discussed hacking base turrets, though at the time it wasn't implemented.

Hacking might also enable you to take over an enemy Engineer's emplacements, though this is just speculation on my part.

Whether or not hacking will play a large role is still uncertain, but there are at least ideas in place by the Devs that were discussed. I'm sure we'll find out more in beta, and whether or not we need Hacking and if so what ways we can ensure it is both fair and effective.
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Old 2012-07-03, 11:53 PM   [Ignore Me] #56
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Re: AGN Community Night July with Matt Higby


Will there be events put into the game sometime into the future such as maybe a space ship crash lands on the continent and a certain empire has to defend it from the opposing factions to gain its resources.
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Old 2012-07-04, 12:03 AM   [Ignore Me] #57
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Re: AGN Community Night July with Matt Higby


Originally Posted by aleksandrgrc View Post
/\ can i hack a terminal as an infiltrator and switch to another class?
I believe one of the certs shown is that of equipment terminal hacking, so I'd assume yes.
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Old 2012-07-04, 12:12 AM   [Ignore Me] #58
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Re: AGN Community Night July with Matt Higby


You know, with Smedley's recent tweets, I'm starting to wonder if Higby will actually give us all what we want when he gets on air: an exact beta date.
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Old 2012-07-04, 01:26 AM   [Ignore Me] #59
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Re: AGN Community Night July with Matt Higby


E/E animations post launch.Yes or no?
Swimming in game/"floating" or sink to the bottom?
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Old 2012-07-04, 01:42 AM   [Ignore Me] #60
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Re: AGN Community Night July with Matt Higby


Question: How are you going to handle vehicle identification with the all different gameplay customization options?
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