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PSU: duct tape: the ultimate engineer tool
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2013-02-14, 02:45 PM | [Ignore Me] #16 | |||
Contributor General
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And this is already a very complicated game, all the weapons and certs and base and outpost layouts, to such an extent that there is a high entry barrier. Any new content should first pass the test of being simple but adding to depth. I exclude adding new weapons to this since they are obviously a means to generate needed revenue. |
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2013-02-14, 02:58 PM | [Ignore Me] #17 | ||
First Sergeant
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Resources should be allocated to bases instead of players. Each facility, tower and outpost should have a finite number of resources which are gained by connection to other owned territories.
Say a Tech Plant has 20,000 Mechanized resources. You can only pull x number of tanks before it's depleted. If depleted you can't pull out any vehicles. Having something like that would make resources a lot more important by turning them into a shared resources. But hey that's how I'd do it. You could still pull any vehicle you want so long as you're not on cooldown, but you may have to go further and further back. Maybe even have a resource pool back at the warpgate (much larger, but still finite). |
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2013-02-14, 03:34 PM | [Ignore Me] #18 | ||
Major
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I think resources should just be removed. They obviously don't serve to make vehicles or consumables rare, everyone spams all of those at their leisure.
Instead of having a resource system where resources flow to the warp gate we should have a logistics system where consumables etc. need to flow from the warpgate to the area you're fighting in. That would strengthen macro strategy a lot. Right now it's completely irrelevant if your infantry zerg in a biolab gets cut off, it's just happy farming. If you actually ran out of respawns, vehicle ammo etc. if you're fighting while completely surrounded, and the only way to get more without a land connection is through transport vehicles it would make the game a lot deeper, and give small forces a way to bust up a big zerg just by cutting its supply lines. |
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2013-02-14, 04:47 PM | [Ignore Me] #19 | |||
Captain
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Crazy talk I guess I don't see how a system like that could actually be implemented. /fantasy |
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2013-02-14, 05:58 PM | [Ignore Me] #20 | |||
Sergeant Major
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Regions I admit would be difficult to explain, but then again, who the hell knows how many resources each hex region gets even now??!! In fact, regions would actually be easier to explain. Lose the tech plant lose ability to spawn tanks as fast. its a single base for a single resource. Thats much easier to explain than whatever the hell we have now. |
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2013-02-14, 06:11 PM | [Ignore Me] #21 | |||
Colonel
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As mentioned this is in the roadmap for the end of May.
Lot of discussion about supply line resource models like PoisonTaco mentioned with the PS1 model. I personally don't think they'd work in PS2.
Completely solved in the above model in the link using a loyalty based system.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2013-02-14 at 06:15 PM. |
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2013-02-14, 09:31 PM | [Ignore Me] #22 | ||
Sergeant Major
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The sad thing is if SOE started using resources wisely it could solve a lot of balance issues. You can have vehicles that's OP but, instead of reducing it'd functionality, increase resources so it's not used as much. This way you can have terrifying vehicles buy only spawn so often. Right now it's a game of rock paper scizzors where nobody wins.
Last edited by Rahabib; 2013-02-14 at 09:33 PM. |
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2013-02-14, 09:48 PM | [Ignore Me] #23 | ||
Major
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I agree with the thrust of this post. I dont mind taking potiential high reward risks as infantry but with resources as they are, I have to think twice doing that in any armour.
I tend to think resources hold you back when you are really needed. Last edited by OCNSethy; 2013-02-14 at 09:49 PM. |
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2013-02-15, 08:49 AM | [Ignore Me] #24 | ||
Agree that the resource system is pretty broken now.
When I choose where to fight I'll be thinking: "TI Alloys, be sure of a good infantry fight there", or if I'm thinking more strategically: "If we attack the Pallisade, then we'll cut off the VS zerg threatening the Impact Site." But I never ever think: "If we capture Zurvan, we'll get X amout of extra infantry resources". something pretty radical needs to be done; not sure what the answer is though. |
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2013-02-15, 09:59 AM | [Ignore Me] #26 | |||
Private
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To Topic: I agree that ressources are rather useless currently... or the way they are distributet. I only lack Mech Ressources, and only when I frequently pull an AMS Sundy to capture some contested area. But whenever I do, I don't think "Oh, we should capture a +mech Base to get more ressources... I just go on foot for the next ~5 spawns, and when I return I got enough to pull another Sundy. There is no tactical thought involved when thinking of ressources, currently it's just annoying to not have enough. The suggestions put here all sound better than the current system, let's hope May will bring salvation. |
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2013-02-15, 10:29 AM | [Ignore Me] #27 | |||
Corporal
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2013-02-15, 11:00 AM | [Ignore Me] #28 | ||
Captain
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Besides the obvious, taking the (working) resource system of Planetside 1 and, if deemed necessary, tweaking/improving it for Planetside 2, i thnk one thing is quite clear:
Resources for pulling Vehicles/Aircraft should not be player-based, but rather faction-, or location-based. Imo that would add a whole new level of "metagame" and put a higher emphasis on defending and controlling terrain. |
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2013-02-15, 11:15 AM | [Ignore Me] #29 | |||
Sergeant Major
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I think player based resources are fine, but there needs to be metagame elements tied to how players gather them. This way, if you want to use vehicles/supplies - there is clear cut objective to get them. Right now there are not objectives to gather resources. |
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2013-02-15, 11:32 AM | [Ignore Me] #30 | |||
Captain
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I still believe switching from "player-based" to "location based" would be the right way though, and it would open up more gameplay possibilities (this "metagame" we keep hearing about). |
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