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2012-06-25, 01:28 PM | [Ignore Me] #35 | ||
ps1 was in fact a pain in the ass to learn as a noob.
but it was incredible fun after the learning phase. for what we know about ps2, it will make the noob-phase extremely easy as you can play like any other shooter out there and get easy to understand mission objectives smashed into your face. what i would like to see is the full scale of complexibility that will count as "endgame content". like you can play the fungame right from the beginning, and when you are familiar with the basics, you can start to experiment with the deeper features of the game. in ps1 you were screwed if you didn´t know anything about gendrop mechanics, the lattice, the hack-mechanics and so on. you could actually harm your empire by doing the wrong thing like dropping a gen after the spawns were already taken out and secured. bad things like that will not happen in ps2 because of the mission system. it helps noobs and is still very useful for veterans. so if you use the mission system, you are clear to play the game and have fun. but give us deeper tactical complexibility on top of that. noobs don´t have to cope with that, the pure fighting will be enough fun to get hooked up. but when the time comes where the fighting alone isn´t enough anymore, they can check the complex stuff and have more influence on the meta game. i want a really deep certificationtree for engineers as an example. with really useful stuff on the deep end of the tree. if placing whole towers makes it into the game, it should be an expensive cert at the end of the cert tree, so noobs will have enough time to see how it´s done right before they start doing it. some lattice system would also be nice. just the guys setting up the missions would have to understand it, others can just take the missions and do what they are ordered.
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