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2003-06-04, 07:18 PM | [Ignore Me] #47 | ||
First Sergeant
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There's 2 extremes possible when considering base layouts:
1.) Theres only a few basic base layouts, most bases are the same/similar. Newbies to the game can adapt quickly and get the hang of it, but as time goes on it can get repetitive and stale, degredading the longevity of the game. This can cause people to get bored and quit and that's a bad thing, the game needs to keep it's subscibers. and: 2.)There are alot of base layouts, hardly any of the bases are the same. This greatly increases the longevity of the game and ups the learning curve, but at the cost of being extremely unfriendly to newbies, to the point of being so frustrating they might quit. This can be a bad thing, the game needs new subscibers. Right now I think they've done an ok job at finding a middle ground, but it is pretty simplistic and can get old fast. Hopefully as time goes on they'll add new base layouts to spice things up a bit. I mean, I've only played the game for around 2 1/2 weeks of beta and I was already getting tired of the same old bases, but then again it woulda been really frustrating getting lost in every single base I entered. It can also make it hard to plan strategies and cap bases. Essentially, I think they can definately add more base layouts. Probably at least double them before it starts getting too complicated. Or better yet, each continent type (snow, lava, lush, etc.) has it's own base types. That'd add to the immersive element of the game and help people from getting too lost, they can just stay on familiar ground if they find it too confusing to learn new base layouts. |
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2003-06-04, 10:45 PM | [Ignore Me] #49 | ||
Master Sergeant
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One of the more major "all bases are the same" complaints is because on the 9-base continents 3 or 4 of the bases are tech plants and 3 or 4 are biolabs, with the remaining 2 or 3 bases divided up (Not equally, either!) between amp, interlink, and dropship. One of the continents doesnt even HAVE an interlink facility... Talk about shooting yourself in the foot for base variety!
Other than that... They could always do what tribes 2 did - 'cookie-cutter'/prefab walls, doors, etc. but with different layouts of spawning, CC, equipment rooms, vehicle pads, etc. So bases of the same type have the same entrances, there's always stairs to the roof three doors down on the left, etc. BUT the spawn tubes are over there instead of here, the CC is in the basement instead of near the roof, etc. etc. New CR 1 ability - see floorplan of selected base. Tryndamere - Thanks!
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