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PSU: Cyssor's full, go away
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2012-12-28, 10:06 AM | [Ignore Me] #76 | ||
Lieutenant Colonel
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it used to be. now its a game of sit in highsec and be protected by CCP from the bad men who do bad things.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2012-12-28, 10:57 PM | [Ignore Me] #78 | |||
Private
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While you're vunerable when revived and it takes a bit to become oriented, you're already going to have a medic nearby, and may be positioned to shoot the enemy quickly. Due to that, I think the time to reach max worth when revived should be less than a normal spawn. Anyone have a different view about that? |
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2012-12-29, 10:58 AM | [Ignore Me] #79 | |||
Private
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I would think the that the timer should be lowered at the least for them if not altogether removed. 30 seconds is a long time to live if you're an attacker spawning close to the battle, which you usually are if it's a Sundy. The only time that really changes is when people are attacking a bio lab and they gather in the teleporter room. Or at an Amp station when they're outside the walls, and even then it would be <30 secs into the battles.
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2012-12-29, 11:00 AM | [Ignore Me] #80 | ||
Kate, I do like the ideas in your post as it proposes solutions to some other issues such as exploiting revive XP and encourages rezzing in situations where the rezzed soldier will survive.
PS2 would definitely benefit from these types of mechanics as they promote good gameplay while reducing the potential for exploration. However SOE seems worried that it is too complicated for casual players and may be difficult to balance. That said, I agree that if XP gain is shown to the player in an intuitive manner, it will be a non-issue. I think that ultimately SOE is going to have to decide whether they want a simple game or a good game. Simple also means easy to take advantage of in many cases. And frankly, players don't need to understand the XP mechanics if they can simply trust it to reward them fairly. In the short term, I believe using a hybrid system that rewards dynamic XP on base captures and reduces XP payout for killing new spawns is the quickest solution to fixing some of the broken gameplay in PS2. In the long term though, I'd love to see a more comprehensive dynamic system make it in. Last edited by Electrofreak; 2012-12-29 at 11:04 AM. |
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2012-12-29, 12:00 PM | [Ignore Me] #82 | |||
Private
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Agreed, 30s is too long. In my excessively long post a few pages back, I was saying that after some thought, I felt like 18s to reach max value would be better, and it should grow in a non-linear way (goes from 20 to 50 in first 3s (+10 per s), then to 75 in 8s (+5 per s), to 100 in 18s (+5 per 2s), and to 125 after 5m (+5 after each min). Value is based on how oriented and threatening a player could be after spown, and value increases faster with revives. MAX kill value could be a flat addition to this, since you have to pull them from eterms anyway. Should not be done with vehicles IMHO, since before and after roll off the player has capacity to look for mines and be aware. Value could be computed by just subtracting spawn or revive time from death time, and then adding up some stats of what they'd done (killstreaks/assists/etc.). One could just do it in steps, but maybe some smooth formula would be more efficient. Side thought: What if territory grew in value slightly the longer it was held, for both caps and resecures? Would motivate pushing deep and holding long, but would devalue constantly flipped bases slightly, which has benefits and drawbacks. Last edited by Kate; 2012-12-29 at 12:28 PM. Reason: Added more info, fixed typos from writing on phone in moving vehicle. |
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2012-12-29, 12:04 PM | [Ignore Me] #83 | |||
Contributor General
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I know this is a different game and there are fundamental differences to PS1 (ie FTP, population per map, need to attract the BF crowd) but it's remarkable how many problems there are that the original has a solution for. |
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2012-12-29, 12:18 PM | [Ignore Me] #84 | |||
I've changed my original post so as not to commit to 30 seconds. I was thinking of base spawning, but as an AMS Sundy driver I should know better. |
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2012-12-29, 01:01 PM | [Ignore Me] #85 | |||
Private
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2012-12-29, 01:09 PM | [Ignore Me] #86 | ||
Sergeant
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Vehicles and maxes should be included to prevent old style spawn camping that is just as likely to happen at vehicle pads as respawn buildings.
Do you remeber in planetside 1 the WASP camping of air terminals? Very cheap. Necessary to deny and suppress the enemy breaking back out of a base but it is fundamentally spawn camping. You should have to work for XP and put yourself in a position where the opponent has some chance to fight back. |
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2012-12-29, 01:16 PM | [Ignore Me] #87 | ||||
I like the idea of more XP for capturing a location which has been held by the enemy longer. As some outposts are small and sparsely defended, this would provide further incentive to pushing into enemy territory. That said, it could also simply reward further back-hacking. So, I'd have to say I'm on the fence about it.
Its fairly obvious that base design would need to change to allow defenders to spawn or at least travel safely to the main defensive points (such as the center building in an AMP station) where they can push back the attackers instead of trying to run there from an outlying building. Last edited by Electrofreak; 2012-12-29 at 01:21 PM. |
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2012-12-29, 02:37 PM | [Ignore Me] #88 | ||||
Private
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I was thinking something like this: "XP is a positive reward for an action which furthers the goals of your team. XP should be modulated by both the helpfulness and level ofchallenge of the act to be rewarded." Given that, my reasoning is as follows: Enemy's capacity to respond or positive/negative harmfulness ≈ Threat level [and thus, level of challenge] ≈ Helpfulness of neutralization ≈ What the XP reward should be With freshly spawned infantry, they have low capacity at first, and then quickly become fully threatening, and the ones that have lasted a long time tend to have done so due to being more cautious and dangerous. With vehicles and maxes, they've already had the time to get pretty situationally aware, so as soen as the driver gains full control, they're pretty threatening and challenging. Allowing one to escape is definitely detrimental, but it's not too great of a challenge to destroy it the instant it spawns. The longer lived ones tend to have survived due to their skill and survivability, and are often the ones racking up long kill streaks. Given that all, perhaps a vehicle and max kill value should start at 75%, then reach 100 in 5s (+5%s), and then ramping up in value by +5% after each minute of life, with a maximum bounty of 200% after 20 minutes. Player and passenger kill value should remain independent. How does that sound? Last edited by Kate; 2012-12-29 at 02:42 PM. Reason: Typo fixes, b/c writing on interstate on phone with Dvorak. |
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2013-01-01, 11:18 PM | [Ignore Me] #89 | |||
I'd love to see a fully dynamic system that does a good job of properly rewarding players based upon risk and impact on the battle, but I'm afraid the devs will get scared off by the idea of balancing the concept. Baby steps! Last edited by Electrofreak; 2013-01-01 at 11:20 PM. |
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2013-01-05, 10:26 AM | [Ignore Me] #90 | |||
Sergeant
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the ideal solution would be of course aborting highsec entirely but that's not gonna happen. (even darkfall is adding safe zones now ) Last edited by raw; 2013-01-05 at 10:28 AM. |
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