New thoughts about combat flow and strategy - PlanetSide Universe
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Old 2012-10-09, 09:08 AM   [Ignore Me] #22
sylphaen
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Re: New thoughts about combat flow and strategy


Originally Posted by CrankyTRex View Post
When I'm playing alone, I want to fly. That generally means pulling the same vehicle over and over again, which means using the same resource and potentially standing around waiting for a timer to finish depending on how committed I am to not having to do something else.

In theory, not allowing people to spam a given vehicle is a good limiting factor that requires some thought ahead of time and forces teamwork etc. Problem is, it doesn't succeed in doing anything but getting half a team to stand around doing nothing for five minutes waiting to play how they want to play.
I feel the same. It's the frustrating aspect of the current iteration of the resource system.

Originally Posted by CrankyTRex View Post
When I envisioned an MMOFPS, I always figured the limiting factor to spamming stuff would be that you could only launch vehicles from certain facilities and not resources. That way you'd start making "airports" and "factories" incredibly strategic bases to cap/destroy/defend.

I'd like to seem them try tossing the resources and the timers in favor of that form of limitation. Take a power station, and you shut down the power to the nearby bases. Take a radar tower, and you can see all enemy movements in an area. Etc.

It would also help with variety of things to cap. It seems like there are three, maybe four, actual structures with minor differences in appearance and virtually zero differences in game play.
That's also how I feel PS2 could have better control over combat flow. The lattice was similar to such a system. Enemy Territory had such an objectives system. You mentionned Unreal Tournament having those (I haven't played it.).

Of course, all of this does not exclude a resource layer applied above the core gameplay if they work well together.
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