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2012-01-26, 03:53 AM | [Ignore Me] #1 | ||
First Sergeant
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Since PS2 will be massive, i suppose there will be massive chain of commands, and roles, like squad leaders, commanders etc. at least i hope because the reason i stopped playing BF3 is cause theres absolutly no teamwork involved and everyone runs around like a headless chicken. How exactly did this work in PS1? did you have a command rose like in Bf2? will we something similar system like that? i hope the "lower complexity treshold" in ps2 is not the case like in BF3.
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2012-01-26, 04:05 AM | [Ignore Me] #2 | ||
Major General
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how it worked in PS1 will differ from how it will work in PS2.
The ingame systems for PS2 would seem to be provided through the squad leadership tree, which should tie in with the player made mission system where you can designates missions that other players can accept. I believe there is a squad leadership channel or something? what information we have is rather basic, i do hope there is still a proper way to coordinate the zerg, there were some stand out zerg leaders in PS, and command chat and /comall /comxx were useful tools in giving directions. If all those fall through, hopefully there willbe some zonewide broadcast/chat where people can coowardinate ...but i imagine it would be very spammy. In lax of all those, outfits will form alliances and you will need to be apart of an outfit to do anything and the casual, soloers and newblers will be forgotten about. |
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2012-01-26, 04:17 AM | [Ignore Me] #3 | ||
Colonel
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Majority of the playerbase in PS didnt have that much teamwork either. There were basically two kinds of players. There was the zerg that roughly was zerging blindly to the place that the commander may have told em to. Then there were the organized groups that did the more... specific operations while working as a team.
But, I think it was sort of a two way street. The organized people sort of needed the help of the zergs and the zergs needed the help of the organized groups to get stuff to really happen
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2012-01-26, 05:57 AM | [Ignore Me] #5 | ||
Contributor General
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The command mechanism is ps1 was first via the outfits.
The outfits, because they were organised got stuff done. They made the offensives work and made sure the empire wasn't flanked or back-hacked. Outfits on the same team recognised each other and co-operated both informally and formally. Some outfits joined empire alliances and coordinated via forums they set up and also actively within the game via teamspeak/vent. The game mechanics that supported this were few but important. This was the command ranks. Once you hit command rank 5 you gained an ability to access command chat and talk to all the other CR5's and it gave the ability to talk to the empire continent and world via /contxx and /comall commands. I thought of it as, the outfit was a vertical coordination and command chat gave horizontal integration. But, at the end of the day command wasn't mechanistic imposed by the game, it was human. Your command ability depended on your understanding of the strategy, your ability to explain and your ability to convince other leaders. Many cr5's never truly tried to lead. I kinda liked that, at the end of the day that command came down to the human / inter-personal level. It fitted in with the whole PS vibe that the game is 100% PVP and not PVE. If in PS1 we had a mission system. It wouldn't necessarily work any better that command chat did. If a CR5 slaps down a mission I reckon it would be ignored unless there was some prior discussion among cr5's that is was a good idea / it should be done / it must be done. I think the mission system's effect will be to make the game more accessible for casual players. After a while it may not be used, or at least the outfits may only use missions set by themselves. |
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2012-01-26, 06:00 AM | [Ignore Me] #6 | ||
Colonel
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Outfit is basically the Planetside equivalent of clans and guilds.
What he means in general is that the most people will be in the zerg, they are sort of the cannon fodder who keep dying and pushing back in. This will keep the enemy busy enough and naturally help with the pushing, while it's often the organized groups (outfits) who actually seal the deal.
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2012-01-26, 06:04 AM | [Ignore Me] #7 | |||
Major
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The only instance I'd see such thing being useful would be an Outfit merger, which wouldn't be an alliance. Quite simply an Outfit ceases service and conforms into another's with their Outfit name, plus maybe a historical badge of recognition.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2012-01-26 at 06:07 AM. |
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2012-01-26, 06:11 AM | [Ignore Me] #8 | |||
Contributor General
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I don't think everyone finds alliances time-wasting. You watch, they will form organically. Outcasters+Ruffnex+the russians Long Forgotten Soldiers+Clowns |
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2012-01-26, 06:37 AM | [Ignore Me] #10 | |||
Major General
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Outfits never really merge with eachother, by name they might, but they will always have their sects and groups within them after a "merge." the zergfits wont understand what im saying here though. And then finally alliances grow apart, its much easier to break an alliance and go your separate ways than it is a guild, its easier on everybody. |
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2012-01-26, 06:56 AM | [Ignore Me] #11 | |||
Major
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All that may been need is general knowledge within Outfits: 'Outfit Message: Outcasters+Ruffnex+the russians - we worked together'. If it so has to be written on paper then, still, let it remain a pure social gaming thing. The name is entirely personal though the type of co-operative entity could be optional:
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2012-01-26 at 11:38 AM. |
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2012-01-26, 07:30 AM | [Ignore Me] #13 | |||
Captain
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