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2003-04-24, 04:12 PM | [Ignore Me] #2 | ||
It's a stupid system that's being implemented to stop people from hacking undefended bases.
You can read about it here: http://users2.ev1.net/~jasonsharp/index.html |
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2003-04-24, 04:21 PM | [Ignore Me] #3 | ||
Major
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No one said it was being implemented. I'm, personally, in favor of any change that causes the player base to fight more tenaciously over a smaller set of bases. This 'let's go hack empty base x where there is no resistance' stuff isn't exactly what you'd call exciting for either the attackers or the defenders. They made the world a little too big. I'm not saying the matrix is necessarily the only solution, but it would do the job of shrinking the world.
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2003-04-24, 04:23 PM | [Ignore Me] #4 | |||
:sigh:
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2003-04-24, 04:28 PM | [Ignore Me] #6 | ||
Major
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Oh, I hadn't seen that post.
Basically the point of the matrix system is to cause people to fight over fewer bases by making certain bases part of a matrix where you have to capture base x before progressing to base y. That idea is to have a tangible front line, larger scale battles, and eliminate the phantom hacker musical bases issue. Might work, might not--it's still beta, and musical bases is definitely an issue that needs to be addressed.
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2003-04-24, 04:32 PM | [Ignore Me] #7 | |||
Second Lieutenant
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2003-04-24, 04:42 PM | [Ignore Me] #8 | ||
First Lieutenant
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I personally like the idea myself. I think you'll see a lot more action and team work. Not' that you don't see that now, but this time it will be a little more focused objective wise. It will be interesting to see what kind of spin the developers have placed on the idea.
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2003-04-24, 04:47 PM | [Ignore Me] #9 | ||
Corporal
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I think its a smashing idea, best thing yet, more action and big battles, less jumping around.
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"Turn the other cheek, means when someone hits you, you turn the other cheek and give them time to calm down" "But, what if they hit you on that cheek?" "Then you punch there lights out, you don't let anyone get away with that, it would be taking the piss." |
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2003-04-24, 04:48 PM | [Ignore Me] #10 | ||
I want to wait and see what "spin" they have put on it before I make a proclamation one way or the other. As long as they add attrition, I will be ok. I just don't want to see the line never move.
Hopefully they will reduce the amount of time before a base changes hands after a hack. |
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2003-04-24, 04:56 PM | [Ignore Me] #11 | ||
Major
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Well, the problem right now is that bases change hands too often and on an entirely random basis. If the matrix system goes in and it is found that bases hardly ever change hands (I don't think that will happen, attackers are too tenacious and creative and defenders get sloppy after a while), then that will have to be rebalanced as well. The point is, it is working towards a solution.
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2003-04-24, 05:14 PM | [Ignore Me] #13 | ||
Sig Mastah!
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From http://boards.station.sony.com/ubb/b...ML/004257.html
SmokeJumper Station Admin posted 04-24-2003 12:54 PM user search report post -------------------------------------------------------------------------------- Just in case anyone thinks we "caved to pressure" about the Matrix idea...you don't know us very well yet, if that's the case. We will NEVER "cave to pressure" on this game. We only implement ideas if WE think they're a good idea. The Continental Lattice is going in because it solves many serious gameplay/gameflow issues at once. I recommend trying it a bit before passing judgement upon it. Granted...we recognized the idea as interesting when we saw folks post it on the forums, but we were actively pursuing solutions to the "phantom hacker" issue, the need for defense incentives, and the complete non-clarity of our facility abilities. We combined all three solutions into the Continental Lattice because it's elegant, obvious to players, and does a lot of what we originally wanted in the game. We have yet to see an exact description of the Lattice we implemented on anyone's web page. It will probably *look* familiar, but there are subtle differences that have a large impact.
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