Vehicles(artillery) and economy - PlanetSide Universe
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Old 2012-03-22, 10:08 AM   [Ignore Me] #21
sylphaen
Lieutenant Colonel
 
Re: Vehicles(artillery) and economy


Originally Posted by Stardouser View Post
Well, respawns should never be instant. But I don't agree with limiting squad spawn to outdoor only(or making respawns, including squad spawns, more than 20 seconds), either; and to the extent that capturing a spawn room makes any difference, I really don't see why defenders should ever spawn right inside a room that has to be captured in order to capture a base, anyway.

But now, as far as the artillery goes, I thought you meant that it was annoying for the people getting hit by it, not by the people using it...which did you mean?
Sorry for not being clear.

It was annoying for the people getting hit by it... Except they were not really being hit. Flail targets were exits, courtyard areas and vehicle/repair terminals located outside.

Yes, it was tactical, it required a cert and a cave lock. But it was simply not a fun mechanic for most. I would compared it to long range tower camping. Pulling and deploying a flail also required too little effort compared to how much effort it took to go destroy them miles away.

I would much rather be shelled by a tank on a hill near the base than by a vehicle you can't even see. At least, it takes time for the tank to reach the vicinity of a base. It's also a lot more risky.

__________________

The spawns example might have been a wrong one. I just wanted to show how something can go from good to awful depending on an arbitrary value.

FYI, PS1 spawn time was adjusted based on how fast you died. Respawn could range from 5 seconds to 30 seconds (if you died a lot due to intense base defense or assault for example). During an intense battle, most had a long spawn time and even then, it could be hard to take a base. Imagine how frustrating it could have been if respawn always stayed low !

That's just an idea I wanted to describe through an example. Fortunately, PS1 spawn mechanic was adjusted to fit the game. It would also be possible to discuss base designs with claustrophobic corridos, tight doors, limited numbers of possible paths towards objectives... etc...

In the end, you have to play it to get a feel of the game and that's when some values can be adjusted to improve the game. I think artillery is one of those aspects. It can be done but it has to improve the game for most and that is hard to know without playtesting.
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