Gameplay: Continent Benefits & Differentiation (or Why should I fight on Hossin?) - PlanetSide Universe
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Click here to go to the next VIP post in this thread.   Old 2011-07-17, 06:46 PM   [Ignore Me] #1
Malorn
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PlanetSide 2
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Continent Benefits & Differentiation (or Why should I fight on Hossin?)


One thing that has sort of rubbed me the wrong way about not having sanctuaries, broadcast gates, and the old lattice system is the value of continents. We used to go to continents because of how easily they were for us to attack, whether we got a tech plant, how the lattice was situated (i.e. are we likley to get double-teamed?), and what continental benefit was up for grabs. I think this added a lot to the PS metagame.

The challenge I see with PS2 is that a few things seem evident to me...

1) We aren't intended to have a situation where continents are "locked". Its certainly possible but I think the PS2 devs want us to fight in more continents instead of funneling to a few areas. This means that lock benefits, the tangible "yeah we won!" part of winning a continent, and the strategic aspect of going after the next target are all lost. This isn't necessarily a bad thing, but we definitely lose some gameplay here.

2) Resources are the primary motivation for fighting and replace a lot of the concepts things that we used to have, namely base and continent benefits.

3) The Adjacency system of territory control replaces the lattice system, but still leaves room to diverge from it.

In this thread I will drink multiple pitchers of the Resource & Territory Control Kool-Aid in an attempt to find some answers.

Let me clearly state what I'm after here. I want continent benefits, and I want to have different reasons for fighting on Hossin vs Ceryshen vs any other continent. I want a tangible reward for dominance on a continent and more ways we can hit our enemies where they hurt. More strategy, more tactical options.


Thankfully the resource & territory conquest system of Planetside 2 is sufficiently awesome that we can actually get what we want in a cool and enjoyable way. The ideas are quite simple....



1) Continents have different abundances in resources.

This does several things for us. First, it differentiates the continents. It will create different combat experiences on those continents simply due to the resource abundance differences.

What I'm going for here is how certain geographies in our world are known for being richer in certain resources. The middle-east and some other countries are rich in oil, but not other resources. Bananas come from the jungle areas. Diamonds mostly come from Africa. America is the world's bread-basket, that sort of thing. Regions of our planet and continents have different properties and those properties have shaped warfare and strategic decisions in our world for thousands of years. That same concept can be applied to Planetside to create different combat experiences and also provide unique value to fighting on specific continents.

Maybe Cyssor is rich in Auraxium, and for that reason we end up seeing a lot more tanks on that continent than other continents. So those wishing to build their personal and outfit stockpiles of Auraxium will go fight there.

Outfits specializing in tanks would also find an affinity with Cyssor and might make warfare on that continent more enjoyable for them vs a continent with normal or reduced amounts of tank-ish resources. The mountains of Ceryshen - and for you devs reading this, Ceryshen was the best continent - could be rich in the resources used by a lot of advanced aircraft. Coincidentally its high mountains also make such vehicles highly desirable, so these abundances could coincide with geographical traits of the continent itself.

If we take the battle islands as an example, some continents might be completely absent of some resources, creating play experiences like the battle islands, where you might not have high-tech vehicles, or certain weapons. Well, to be precise - you could have those things, but since the continent wouldn't be providing you that resource you'd be consuming it out of your own pocket and your outfit's pocket. You only have what you brought with you. This could be a great way to introduce specific resource sinks.

Note: I am by no means advocating that certain continents are "tank" continents and only tank warfare is good there. I'm just saying the resources provided mean that generally speaking you will have more tanks or more infantry with heavy weaponry, or more Galaxies, or more aircraft, or a mix than is typically seen on other continents. The actual geography of the continent should be varied and support all styles of gameplay but maybe lean one way or another.

The key takeaway for this point is that resource abundance and type can and should vary among continents to create unique experiences and cater to various styles of gameplay. It also adds strategic elements for the empires who want to build up their supply of various resources.




2) Dominating a continent yields global Empire-wide resource rewards.

I was thinking how we might have the idea of a lock-benefit, or otherwise reward and encourage domination of a continent. One of the more successful game mechanics popped to mind - Dark Age of Camelot's Darkness Falls. Now I'm not advocating any form of PvE, only the mechanic by which DF was unlocked. In DAoC we had a similar behavior as PS where domination of most of the world or an entire fontier is unlikely. Instead they rewarded the faction that had the most territory with access to a rich PvE zone.

Again, not advocating any form of PvE - the "Darkness Falls" for Planetside 2 could be a continental benefit. For example, owning 51% of of a continent gives you that continent's benefit, which could be different for each continent. This gives additional value to the continents apart from just harvesting the resources you want or the gameplay you like - you can give your empire something Tangible and valuable by fighting and winning there.

What sort of benefits? On the light-side of benefits, each continent could provide a bonus to resource harvesting on all the other continents for a certain type of resource. So using the Ceryshen example from above, the empire that owns 51% of Ceryshen could get a 20% bonus all over the world on gaining some of the resources required for advanced aircraft. Winning on Cery means you can help your entire empire out.

It also gives you yet another way of doing resource denial. The Cyssor example w/ Auraxium. If the VS require a lot of Auraxium, the NC could fight on Cyssor to break the VS 51% control and therefore deny them the bonus to Auraxium on all fronts.

These bonuses could of course be tweaked so each continent has something good to offer, but in different ways. The Cyssor Auraxium bonus might only be 10% for example, but some other continent might offer a bigger bonus of a different resource. Or a continent might offer small bonuses in multiple resources. Cery might offer 5% bonus to Auraxium + 10% in something else. That sort of thing.

A 3-way on a continent would also not be preferred since it is the easiest way to break 51% and deny the benefit.

It doesn't have to be 51% either - it could simply be the empire that owns the most territory on a continent. That would be more true to the Darkness Falls analogy also (it was whichever faction had the most keeps, not 51%). So there's different directions we could go here. The most-territory holdwer would mean an empire would always have a lock benefit on every continent, while the 51% would be more uncommon. As a result you could make teh lock benefits stronger w/ 51% since it would be really easy for the other two empires to team up and deny it from you if your empire was getting too resource-rich and powerful.

Additionally, there are other options for resource bonuses. Instead of a global bonus to resource inflow it could be a flat over-time bonus of a little of that resource to everyone & the empire. Maybe for example if you have Ceryshen some virtual miners go out there and mine jet fuel and distribute it to the rest of the empire whenever you own most of it. So there's other things that can be done here and I'm not locked into any one benefit.

I also think whatever benefits a continent gives to resources should coincide with the abundance differences I described above. For example, if Cyssor provides tank-making supplies, dominating Cyssor gives tank-making supply bonuses to your entire empire. This is important to also reward outfit specialization by giving them not only niches where their trade can frequently be employed, but also ways that their specialization can benefit their entire empire.

The key point I'm getting at is that domination of a continent has a benefit that transcends the continent and can benefit the entire empire and impact global strategic thinking among all empires.

---

I think this can preserve a lot of strategic things and cont-lock satisfaction without having to have a continent-lock and kick folks out of a continent or restrict which continents the enemy can fight on. You can always go to whatever continent you want and I think that is a great beneift of the PS2 system.

Also, there are no bananas on Ceryshen.

Last edited by Malorn; 2012-03-15 at 07:25 PM. Reason: Added Prefix
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