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2003-05-08, 04:08 PM | [Ignore Me] #17 | ||
Private
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dunno bout u but i have this nasty tendncy to die right before we cap a base, meaning NO XP. I heard if one member is in SOI u are suppose to get the XP - but i never do! Wtf?
anyway i get most my XP then from battles, only abotu 6k from caps ( ive died like 6 times b4 cap lol) and i made like half a lvl (rank 8) from one tower defence alone, help against vanu and TR for about 20 min, was much fun- especially with dark vision, gauss,and phenoix ( tho phenoix sucks dmg wise, cant use indoors really, and range blows but wtf? nc owns :P ) ' back to point, i think tower D is rewarding enough as is XP wise if u get into a REALLY HOT battlespot where the 3 factions fight for 1 base, tho those battles are too few, when tehy happen damm its fun been in 1 last night and 1 2day hell both lasted like 20-30 min racked up 2 lvls ( 6-8 ) on first, and 8 to 8 and 1/2 now |
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2003-05-08, 05:52 PM | [Ignore Me] #19 | ||
Private
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Uhm, I preferred the 'loosing exp from cap' idea. That, or add other incentives for actually taking and keeping the base, not just personal ones that are bound to max out (Dropship Center style - for example each base tied to vehicles/weapons/ressources. 3rd time I've repeated that idea :P ).
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Duell me, I suck. Suck only : 10.- Duell and suck : Free |
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2003-05-08, 06:00 PM | [Ignore Me] #20 | ||
Sergeant
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I don't see how that can really work, losing xp for recap. Say after I cap a base, get BEP, couldn't I just log out and log back in?
The character would effectively be saved up to the server when I logged out. Any timer tied to MY character would be reset. |
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2003-05-08, 06:14 PM | [Ignore Me] #22 | |||
I'm in. I'll post there when I get home. The filter on my network at work doesn't allow acces to The Station sites. So I post here. BTW--join the 666th TODAY!!!
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2003-05-08, 06:25 PM | [Ignore Me] #23 | |||
Sergeant
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They'll have to keep track of every single avatar within the newly capped SOI that was awarded bep. That's a LOT to keep track of. Then set timers on each one of them. How long is this timer? 1 min, 5 min, 10 min? Why not just make the 15min capture time to 25 min and be done with it? When a base goes neutral and the cap timer starts, you have the offensive team already posted as defence now so it doesn't get re-hacked. With the idea of getting double the bep within your own SOI, at least you don;t have people letting their bases be capped. You'll have people wanting to rush to their own SOI when there's a fight. Right now, if I had a choive to defend a falling friendly base or taking an enemy base, I'll choose taking the enemy base. Why? More BEP for me. Both with kills and the cap. Last edited by tmartinez72; 2003-05-08 at 06:28 PM. |
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2003-05-08, 06:38 PM | [Ignore Me] #24 | |||
25 minutes is a HORRIBLE idea. 15 minutes is long, but just right. It's bad enough when the timer restarts because the base didn't have enough energy at 0:00. You think having to wait LONGER is gonna make anyone want to stick around after the Cap? YAH RIGHT!! I'd be like "THANK GOD!" By then I could tell you how many dots are on the ceiling. I don't any problem with the current system on Caps, and I see alot of other problems. PS has a good forward flow to it. Capture capture capture. Advance on the enemy or the enemy will advance on you. It's good to promote offense, otherwise you end up with a bunch of folks just sitting around. Offensive movement is how we end up running into the enemy between bases. Promote stagnant defense, and you get little or no movement. The best defense is a good offense. The 666th has 2-3 squads on attack while one defends slowing the enemy advance. If we gain 2 cities for your every one, with time we win.
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2003-05-08, 07:30 PM | [Ignore Me] #26 | ||
Private
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After actually considering for a few minutes, what if you combined these 2 things :
1. Give each base a certain amount of utility, as suggested several times a very basic ressource system instead of mostly only maluses associated with keeping a base right now (energy system). 2. Increase the time that anyone requires to take a base and/or time to bring fresh guys into battle - as in, it takes ~5 minutes to put an infantryman back into the offensive spot. This also gives tactics more value instead of basicly weighing up numbers. I'm not suggesting a 300 second respawn timer, but any amount of minor tasks involved that would take about that long - minimal distance of an AMS or ANT to a hostile base, having to gather your basic equipment or a forced round of playing strippoker with Jennifer Anniston, I don't really care. Desired result : Defending a base becomes slightly easier and leaves the defenders 2-3 minutes more time after the first wave, and also makes survival more important in the long run. And best of all it avoids chores like sitting around for a set amount of time to secure your exp (Not to mention, I hate the concept of an exp system, so I wouldn't want to expand on it either).
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Duell me, I suck. Suck only : 10.- Duell and suck : Free |
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2003-05-08, 07:40 PM | [Ignore Me] #27 | |||
First Sergeant
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2003-05-08, 07:49 PM | [Ignore Me] #28 | ||
Sergeant
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With the size of the maps and the number of bases and towers, a minimum distance of 5 minutes would place AMS and ANTS on the other side of the continent.
Just take out AMS out all together and use the towers & facilities that are there now. That'll allow players to run from the spawn tubes in towers to the bases (which is literally 20 second jog in some places). Secondly, 5 minutes to battle will curtail the instant action we have now. What will happen is that you'll see an ant line to the action. Don;t think it'll happen? Getting a large group of players to work together is much harder than you think. No ones going to wait to build a large army, then march 3 minutes together to the frontline. They all spawn, and run asap to get equiped, then run as fast as they can to battle. |
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