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PSU: How often do you really look up here? Why?
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2011-02-09, 09:10 PM | [Ignore Me] #226 | |||
Lieutenant General
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2011-02-10, 04:42 AM | [Ignore Me] #227 | ||
First Sergeant
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I think someone said this already, but why the hell did they give it skids again? As an aviation buff, it rather annoys me. Skids are really only good for snow... The Galaxy has wheels, so what happened here? Other than that, it looks great.
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2011-02-10, 04:44 AM | [Ignore Me] #228 | |||
The most basic definition of teamwork is work performed by a team towards a common goal. Now immediately you might say "Hey! Planetside is all about teamwork! That's what we do!" but just because you're playing the same game doesn't mean you're working together. There is a huge difference between teamwork and group work, and is best witnessed by watching an Outfit work together. I'm going to go over the ten main differences between groups and teams, and hopefully will give you a better understanding of what I'm talking about. 1. Understandings. In a group, members think they are grouped together for general purposes only. Individuals sometimes cross purpose with others and follow by example. In a team, members recognize their independence and understand both personal and team goals are best accomplished with mutual support. Time is not wasted struggling over kills or attempting personal gain at the expense of others. 2. Ownership. In a group, members tend to focus on themselves because they are not sufficiently involved in planning the unit's objectives. They approach their job simply as a hired hand. In a team, members feel a sense of ownership for their jobs and unit, because they are committed to common goals that they helped establish. 3. Creativity and Contribution. In a group, members are told what to do rather than being asked what the best approach would be. This is usually where contradictory CSR messages are the guidance, and as we all know suggestions and creativity are not encouraged. In a team, members contribute to the organization's success by applying their unique talents, knowledge, and creativity to team objectives. This is why specialized classes are overall better than BR25 jack of all trades, but because of the population drop Planetside has lost this focus. 4. Trust. In a group, members distrust the motives of colleagues because they do not understand the role of other members. Expressions of opinion or disagreement are considered divisive or non-supportive. In a team, members work in a climate of trust and are encouraged to openly express ideas, opinions, disagreements and feelings. Questions are welcomed. 5. Common Understandings. In a group, members are so cautious about what they say, that real understanding is not possible. Hazing may occur and communication traps set to catch the unwary. In a team, members practice open and honest communication. They make an effort to understand each other's point of view. 6. Personal Development. In a group, members receive good training but are limited in applying it by the Squad/Platoon leader or CSRs. In a team, members are encouraged to continually develop skills and apply what they learn on the job. They perceive they have the support of the team. 7. Conflict Resolution. In a group, members find themselves in conflict situations they do not know how to resolve. Their squad leader may put off intervention until major harassment sets in, i.e. team killing. In a team, members realize conflict is a normal aspect of human interaction but they view such situations as an opportunity for new ideas and creativity. They work to resolve conflict quickly and constructively. 8. Participative Decision Making. In a group, members may or may not participate in decisions affecting the team. Conformity often appears more important than positive results. Win/lose situations are common. In a team, members participate in decisions affecting the team but understand their leader must make a final ruling whenever the team cannot decide. Positive win/win results are the goal at all times. 9. Clear Leadership. In a group, members tend to work in an unstructured environment with undetermined standards of performance. Leaders do not walk the talk and tend to lead from the overview map. In a team, members work in a structured environment, they know what boundaries exist and who has final authority. The leader sets agreed high standards of performance and he/she is respected via active, willing participation. 10. Commitment. In a group, members are uncommitted towards excellence and personal pride. Performance levels tend to be mediocre. The rate in which players lose interest is high because talented individuals quickly recognise that personal expectations are not being fulfilled, they are not learning and growing from others, and they are not working with the best people. In a team, only those committed to excellence are enjoying their play sessions. Everyone works together in a harmonious environment. So why is any of this relevant? Right now we have a game filled with super soldiers and know-it-alls, thus teamwork has suffered tremendously for it. Planetside Next needs more focus on team work instead of one-man armies, and based on the vehicle designs that we've been seeing it looks like its leaning more towards teamwork. |
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2011-02-10, 05:19 AM | [Ignore Me] #229 | ||
First Sergeant
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About bailing, all you need to do is make it more challenging for solo drops than for group drops. What I mean, is adding things like a time delay for ejecting, or less control over where you land exactly.
You shouldn't be penalized from doing something in general, but encouraged to work with others. |
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2011-02-10, 06:17 AM | [Ignore Me] #230 | ||
Master Sergeant
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Its obviously clear that although some people like the independence of bailing from an aircraft instead of just getting killed, it takes away from teamwork. However as people said, it should still be an option, but teamwork should be encouraged and have a greater benefit than being a solo dude. So how about voicing some ideas?
What if, your plane is about to be killed and so you eject. A pod closes around you and you shoot vertically out of the plane in a flash of sparks. (draws peoples attention) A large (futuristic?) parachute opens and the pod slowly floats to earth, with some degree of control. It has a certain small amount of shields before enemy gunfire can get though and kill you. When it hits the ground, the shield disappears but the pod cloaks, and is invisible until you get out. This way, if the enemy doesn't use the time they had to shoot you down while falling slowly, you get a chance to survive on the ground if you stay in the pod till the enemies disperse. Anybody else got some ideas to make this problem fun? |
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2011-02-10, 07:31 AM | [Ignore Me] #232 | ||
Major
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Yeah hopefully, if SOE likes money, the minority will be all the people who have played planetside put together. Basically if the people that play planetside are the majority in PSN.... PSN is already dead.
Some people talk about adding 'different' ways of doing bailing. There was endless disscusion on the PS forums about such things. The ends result is this: If bailing isn't predicatable and reliable its the same as removing it. If landing is going to be faster, bail won't be used other than to 'greif'. (And jut BTW I consider not getting GAMEPLAY and the resulting reward because of bailing to be a big deal. If PSN is designed well xp will probably have uses beyond leveling so thats one aspect. Another is that all those new players who havn't done PS before? They simply will not tolerate badly designed games - especially if they are paying for it. The kill system should probably be decoupled from the XP system for that matter precisly because of this issue.) Last edited by Aractain; 2011-02-10 at 07:52 AM. |
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2011-02-10, 08:17 AM | [Ignore Me] #234 | |||
First Lieutenant
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Well I don't think the fact it has wheels means its not a VTOL. Just my opinion though. |
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2011-02-10, 09:37 AM | [Ignore Me] #235 | |||
Colonel
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Players that want to fill the fast response role can, but they don't get a great air to air fighter and exceelent AI platform to do so in. A separate tool for those that want to fight in the vehicle, and those that want to travel fast to a location to fight on the ground. |
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2011-02-10, 09:40 AM | [Ignore Me] #236 | |||
Lieutenant General
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2011-02-10, 11:52 AM | [Ignore Me] #237 | ||
Here's an idea.
For those outfits who do RRT, why not just matrix to a dropship center, or closest base you have to the target, have two Galaxies ready to go, load up and attack? Sure as he'll beats mass Zerg to the vehicle pad in agile plus you'll have four MAXs to handle the heavy stuff. Sent from my iPhone using Tapatalk
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
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2011-02-10, 12:00 PM | [Ignore Me] #238 | |||
Lieutenant General
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- Galaxies are slower, take longer to get and get ready, but you get more armor. (rexo, maxes, vehicle) - Mossies are faster but all you have is agile. Sent from my iWheel using its wheelboard. |
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2011-02-10, 12:15 PM | [Ignore Me] #239 | ||
Private
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Something I would really like to see is a bit more influence on using the outfit point system. I remember early in the game when that was a big deal getting your outfit to the point where you could have a LOGO. It really gave everyone something to shoot for. It also made for a little celebration when you achieved it. After that though it didn't really matter. It would be nice if there were some things to really work towards like that. Maybe make it to where you get the points only by capturing bases. Then make it to where you get a bonus in points for how many continents you have locked.
I can't think of many idea for what to spend the points on. Maybe some OS buffs that last 24 hours. Really what would be cool is more stuff like the outfit Logo. Maybe some uniform schemes or something for everyone in your outfit. I think spending points on any kind of buff would have to be pretty darn substantial just to keep things balanced. but it would definitly give you a reason to keep those continent locks. The biggest issue I see with it is the huge advantage the bigger outfits would have. So maybe if there was buffs make it to where it depends on how many people you have in the outfit. Like a certain buff would cost 500 pts per member. Making it a huge expense but i think it would have to be keep it balanced. Then make the Logo type stuff 20k points flat rate. Let me know what you think or if any body has any ideas for incentives. Last edited by MockZero2; 2011-02-10 at 12:42 PM. |
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2011-02-10, 12:49 PM | [Ignore Me] #240 | ||
Brigadier General
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You know, I think this whole "bailing hot dropping" discussion is really moot. Say they do take out bailing all together. Well, that just means people will fly in rapid response and instead of bailing, they'll just land and get out. Heck, I mostly did that on back hacks and gen drops anyways.
So, bail or land, whatever. Some tweaks can be made to bailing, but people that cert in aircraft are going to use it as transportation. There is no way around that, nor should there be. |
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