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2012-07-17, 04:16 PM | [Ignore Me] #18 | |||
Presumably, that sniper is now lined up for a very quick and easy double kill, seeing as the driver parked it to get on the gun. If he could make the shot on the move, you've now just given him gravy. This is a problem? |
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2012-07-17, 04:19 PM | [Ignore Me] #20 | |||
Sergeant Major
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No, I am not against choices having consequences, neither for me nor my enemies. I understand that you feel this is a valid argument for disallowing seat swapping, but I don't agree with you. In your machine gunner/sniper example, the death of the player and the brief end of firing is, in my opinion, reward enough for the effort of the sniper. I don't neccessarily disagree with your point, but I do feel that allowing for seat swapping solves more issues than it creates. |
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2012-07-17, 04:23 PM | [Ignore Me] #21 | ||
Lieutenant Colonel
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Nope, I'm not being aggressive. Sorry you feel this way. It just seems that people who grew up on the recent crop of session based shooters ( Session based shooters are built on the premiss of the disposable experience, because they end ) are the ones who seem to be OK with this.
I'm clearly not going to change peoples minds, and that is who they seem to be designing for. Its another system to protect users from themselves, personally I feel it cheapens the title, but OK. Clearly people feel, that despite their choices, or despite "loss" ( Gunner, teammates, Support ), they should have the full arsenal a vehicle allows at any given time, regardless of this being a team based game. Last edited by MrBloodworth; 2012-07-17 at 04:26 PM. |
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2012-07-17, 04:24 PM | [Ignore Me] #22 | |||
Sergeant Major
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Now, we can debate how quickly people should be able to adapt, but I think that saying that because people can switch seats they have full firepower is flat out incorrect. You can't fire a Lib's Nose, Belly, and Tail cannons all at once if you're the only person in it. You might be able to switch and use one of those, but you don't have your full firepower to bare (or the ability to fly well). My take on it. Hotswitching is fine at the moment. If there is a problem, it could be with (especially tanks) making use of hotswitching to bypass reload times as a single player. The easiest way to fix that (if it is actually the case) would be to reset the reload time if the person switches, so it starts again from the beginning if/when they get back into that seat. If there is a greater problem, having it default to reload regardless or even have an engine restart for pilot seat, could be a way to deal with it, but I don't think it's necessary from what I've seen so far (but play experience could change my mind). I don't think there's a need to remove adaptability entirely, since there are obvious trade-offs with getting out of the driver seat to man a different weapon. |
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2012-07-17, 04:24 PM | [Ignore Me] #23 | |||
Staff Sergeant
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Have you not played PlanetSide 1 ? You can land, both leave the vehicle and enter the vehicle. Or even better, the best player gets the plane. Last edited by fvdham; 2012-07-17 at 04:26 PM. |
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2012-07-17, 04:26 PM | [Ignore Me] #25 | ||||
Colonel
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Persistence and scale do not have anything to do with what the realism levels should be. If anything, persistence and scale should increase the focus on the war, not the realism levels. And your arguments are heavily rooted in realism, it would seem. Are you consistently supporting realism across all issues? Or just this one? Example: Is PS2 using mag system or ammo pool? If ammo pool, what about the repercussions of wasteful reloading? Last edited by Stardouser; 2012-07-17 at 04:28 PM. |
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2012-07-17, 04:30 PM | [Ignore Me] #27 | ||
Right. You didn't lose the gun. You have, on the other hand, lost 50% of the vehicle's simultaneous capability. It is now doing half of the things it was doing before. The difference is, the guy left behind gets to decide which is more important at the moment.
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2012-07-17, 04:32 PM | [Ignore Me] #28 | ||
First Sergeant
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Instant seat swapping seems a really poor idea to me, exactly because of the supporter's arguements.
Lots of discussion here is about tanks, but really we should be talking about the liberator. Seat swapping allows one guy to fly up over a base as a lib, jump over to the bomb seat, drop a bunch of bombs, and then back into the driver to fly away. If doable at all, that should be extremely difficult. Personally I would rather solo liberators can't be done, but instant seat swapping makes that kind of stuff possible. |
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2012-07-17, 04:34 PM | [Ignore Me] #29 | |||
Sergeant Major
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Alright, fair enough. I'm sorry for misinterpreting you.
Planetside 2 is fundamentally quite different than Planetside was. It owes more to modern military shooters than it does to the war game simulation that was part of what the original Planetside was. The devs have kept many elements of the previous game, enough to make the experience very similiar, but at heart it is a modern FPS, with all the good and bad that comes with that. I think this is part of the problem we are seeing expressed in this community through various threads and heated debates. The old guard, those who played, enjoyed and loved the original Planetside, want this new game to mirror the old one in as many ways as possible. Those who never played it, or who didn't enjoy it quite as much when they first played it, want to see many of these old features changed or even outright removed, to make the gameplay feel more modern, for lack of a better word. I think the devs have a desire to create a really good, really popular game. But I don't think they share the strong devotion to everything about the original game that those who are long time fans of it (or games like it for that matter) have developed over the years. In many ways, I regret never playing Planetside 1. It seems like a very deep, very good wargame, even with all its quirks and flaws (or so I am led to believe). But Planetside 2 will not be a wargame, it will be a modern first person shooter with strong wargame elements. Make of that what you will. |
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2012-07-17, 04:36 PM | [Ignore Me] #30 | ||||
Lieutenant Colonel
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