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2013-04-11, 11:59 PM | [Ignore Me] #16 | ||
Colonel
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I agree with you Basti. A global lattice is sorely needed for macro meta gameplay to evolve. But when the global lattice is installed we have to get rid of the alert system. In my opinion these two entities are not compatible with each other.
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2013-04-12, 12:16 AM | [Ignore Me] #17 | |||
Brigadier General
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It is ment to be the new kind of event thing that we used to have in PS1, means rabbit etc. Its just right now that they use it for "capture continent" stuff. |
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2013-04-12, 12:18 AM | [Ignore Me] #18 | ||
I'm assuming that the Alert System will be replaced with the mission system, once it is fleshed out.
I think a good replacement of the Alert system would be a version of the "Capture the Drop Pod" game-type of Crysis 2. Drop a few pods (or reveal a few alien artifacts) around the continent/planet that act as Dynamic capture points. Whoever holds/captures the most in a specific time, gets a blow job.
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”You can have hundreds of players fighting against hundreds of players fighting against hundreds of players in these massive cluster-fuck battles” Matt Higby on the scope of Planetside 2 Last edited by Brusi; 2013-04-12 at 12:19 AM. |
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2013-04-12, 07:08 AM | [Ignore Me] #19 | ||
First Sergeant
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I did ask Higby on Twitter whether the current incarnation of the alert system will remain or be adjusted post continent/global lattice introduction and didn't get a response; however I can't see it being something that will be needed when effectively the front line is on one of several fronts (empty continents only becoming populated when the line shifts back/forth). I think the alert system definitely has a place in PS2 pre and post global lattice; it just won't be in the same form we see it now as it's there for an entirely different issue with the current system.
Personally I think the most viable way is a sanctuary redux as it gives you the regroup and re-breakout option; where as if you're (however unlikely) pushed back to your "starting gate" you could effectively be camped into eternity waiting on another faction to shift the attention elsewhere. As mentioned the population caps are likely to be a factor here as well. From an attacking point of view I think permenant footholds would kind of detract as still the most you could do is no different than it is currently; you wouldn't be able to go for that "global domination" factor as they would still be on-world effectivley and not have to get back that foot hold. Quite how they will handle an en-masse column of vehicles and troops coming through a warp gate without tele-fragging is anyone's guess but thats a separate issue. I did a thread on my take of Sanctuary Redux and apart from the obvious gameplay dynamics I think the sanctuaries have a unique oppurtunity to develop the faction and game lore as much as being a mechanic in their own right. To begin with they can be placeholders they don't need to be anything more than that at the start - but eventually I'd like to see the sanctuaries as somewhere where you can organise, have down time from the battle with a community and social side as much as anything. http://www.planetside-universe.com/s...ad.php?t=53667 |
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2013-04-12, 10:14 AM | [Ignore Me] #21 | ||
Second Lieutenant
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I don't think we'll see a global lattice until we have 6 continents. 4 seems pretty thin.
I've seen multiple concepts with a 4 cont lattice system but all of them have seemed thin. When you get to the 6+ cont concepts it's much more robust and seems like less problems arise. Personally I want 13 zones. 10 neutral continents and 3 sanctuaries. Personally I want the sanctuaries to be floating space stations that can hold 2000 people each and float over 2 continents (your "home" conts). Then they can also work in space battles with captured asteroids and a lot of fun stuff. I think that would be really neat instead of just some boring home continent. Last edited by wasdie; 2013-04-12 at 10:18 AM. |
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