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2011-09-22, 10:32 AM | [Ignore Me] #1 | ||
Contributor PlanetSide 2
Game Designer |
Lots of various discussion on this topic ranging from the role of buggies to the fixed mag main gun. I wanted to bring it up a level and look at the larger picture of vehicle balance.
In PS1 we had a variety of vehicles and a paper-rock-scissors balancing mechanism to them. We also had a "1+1=3" principle where multi-manned vehicles had a lot more power than single-manned vehicles. From what w know of PS2, a lot of vehicle consolidation has occurred. While there remains a diverse set of aircraft - Mosquito, Reaver, Galaxy, and Liberator (not confirmed, but Higby did mention it). However, ground vehicles seem overly consolidated into just a few - ATV, APC (Sunderer), and MBT. These ground vehicles generally coincide with the Battlefield Games where you have solo/quick transportation with the ATV, a "medium" assault vehicle with the APC, and the Tanks. The tanks also rolled up the other more specialized roles which buggies previously held, such as mortar and AA. While I want to embrace the new changes, my gut tells me something isn't right. Two of the core principles which I believe was vital to making Planetside great are being kicked to the curb with the current ground vehicle changes. First, the paper-rock-scissors balancing is being canned with a one-size-fits-all tank and no buggies, and second the 1+1=3 principle seems to be in grave danger. My fear here is that the single-man tanks will be prevalent, with primarily AA as a secondary weapon which some will use when necessary, but mostly it'll just sit there. From a population perspective, now everyone can pull a tank, and they don't need a gunner to be effective with it. Since there's really few other vehicle choices that's what they will do and the majority of tanks will be single-manned except where AA is needed. Since there are few choices any vehicle timers on tanks will be fairly short, likely 5 minutes max, but probably less than that. Additionally, the class system means you won't have 2/3 of the population with AV weaponry, which implies that AV weaponry must be much more effective against vehicles in order to keep up with the increased population of tanks, or their armor is simply less. So then we'll end up similar to BF style AV where 3-4 hits will kill a tank. In other words, with have a 2-man Lightning. This increases the pace of the game but it also means there is no true "armor" for infantry to push with. In PS1 where tanks required a 2-man investment, tech, and an agile driver to be functional and had 5-10 minute vehicle timers you could justify the high armor of the tank and its killing power. This made tanks the primary territory-takers, but other options existed, such as buggies or the lightning or a deli. Moreover, tanks had a built-in weakness to aircraft which can be easily mitigated in PS2 with a secondary gun. In PS1 we could have strong coordinated force effectiveness as a team with a few tanks and a few buggies, maybe a deli or a couple aircraft. The strongest force was a mixed force of tanks, skyguards/buggies, supporting infantry, and aircraft. In PS2 its just going to be a blob of tanks, many of which don't even need to be fully manned. And those tanks will die much easier by comparison because they must in order to maintain some sense of balance. I greatly enjoyed vehicle combat in PS and along with the persistent world it was one of those things that set it apart from other games. I had a tank that could take a beating and make a difference. I had a team that could adjust to enemy tactics and counter them with the appropriate vehicles and weapons and I had a diverse set of vehicles with which to enjoy. The result of all this I believe will be bland gameplay, where sheer numbers always prevail and a team cannot do much to react and no strong counters exist. --- I would much prefer a more rich set of ground vehicles where Buggies have a place as a light support skirmisher (ideally with a rather beefy gun), capable of supporting infantry when tank presence is light and making a difference, as well as transporting heavy infantry. I would much prefer an experience where the paper-rock-scissors principle was clearly present and strong counters exist so smaller forces can adapt and destroy larger ones and the coordination and organization of combined-arms forces is rewarded with effectiveness and strength. And I would much prefer a strong, powerful tank with thick armor that requires teamwork to fully operate. And that tank makes a significant difference on the battle. I spent a lot of time driving a Vanguard in PS1, and it was rewarding, in spite of not having a gun myself. Being able to run over infantry foolish enough to be in the open, coordinating with my gunner to take out targets, and making a big impact in the local engagement was highly rewarding. I don't think I'm going to get that in PS2 based on the information presented. |
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