PS1 Gen/Base Benefit Function
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Some people are probably tired of hearing about PS1 and some of the things it did differently but there are afew gameplay functions that can be lifted and applied to bring variety to PS2 Mainly the generator tie to a bases benefit.
For those not familiar a function of the generators in PS1 was to supply power to the bases assets but to also provide the base benefit (Tech Plant=Heavy Tanks). If you dropped an enemy base gen, even without an LOC the rest of their facilities would loose that benefit throughout the cont.
Why should this be applied? Variety and tactical decision making. Primarily on PS2 the side with the largest mob going in the same direction tends to win, this was no different in PS1 but the difference was you had to manage what you were doing. Blindly zerging often left you with drained bases and a deflated zerg after an hour. More importantly it'll give a smaller force a slight edge, being able to actually attack an enemy base behind the lines and breaking up the fighting so players can either choose the fight in a massive war or use subterfuge to try and take the bite out of a larger force.
Now I'm not saying bringing back the constant battery system, just some of the benefits of being able to fight outside of the zerg and bring alittle extra challenge to the game.
Thoughts?
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