Originally Posted by Xyntech
It's stuff like this that has me most excited about the hex system over the lattice system.
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I agree entirely. I'm pretty pumped over the hex system's potential in conjunction with resources. The notion of capturing land instead of simply facilities is exciting in itself, but I'm really hoping that establishing clear "front lines" like this will lend itself to exciting pitched battles rather than base-hopping action.
Originally Posted by Mjolnir
I think the main concern here is that this system will turn PS2 into WWI trench warfare, with empires locked in combat over the same area for extended periods of time with no real point to it.
I personally think another possible issue (which is quite the opposite) is that it could just turn into a giant game of "whack a mole," with empires capturing bases and then promptly leaving to go capture an enemy base, leaving the newly captured base open to recapture by the enemies.
Conquest in Battlefield games on larger maps would often play out this way, since there was not a sufficient player density to sustain constant combat at all of the capture points. Squads would just wander from flag to flag. They would encounter light (if any) resistance, capture the base, then leave to go capture another base while leaving their newly captured base completely undefended.
I guess this all depends on what the player density of PS2 continents really is, and how far apart the bases are.
The other often discussed issue is the fact that there is no inherent purpose to the game if an empire cannot "win," but that is a different issue entirely.
Similarly I think the fact that the uncapturable base zones for each empire are static in nature might make the game pretty repetitive, since the empires will always be located in the exact same corner of the map.
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While these are two valid concerns, you have to consider that they're at two ends of the spectrum, and there *is* a spectrum between them.
I'm actually really excited over the notion of WWI style warfare, with dug-in positions and the like; The notion that the lines of battle may move slowly in some circumstances lends gravity and weight to the success when you do finally advance the lines. Remember, Planetside is an "always on" battle -- the notion that it may take a day or more to make significant progress, and that you can *have* goals for the day, or the week, rather than simply the next hour, is pretty epic in and of itself. Certainly, there's a balance to strike in the interest of fun, but so long as the developers set up smaller goals that can swing back and forth as the armies fight for that larger goal, I don't think the fun is necessarily at risk.
My biggest frustration with Planetside 1 was that people didn't like to defend. Even the most common defensive strategies consisted of waiting for an empire to strike and then sending out "rapid response teams" or the like to *counter-assault* instead of actually having boots on the ground when the enemy's initial assault took place.
And it's understandable, nobody wants to sit around someplace and wait for enemies to show up and attack you. So, PS1 saw a lot of hopping around from base to base, assaulting and counter-assaulting or responding to the enemies' assaults to disrupt their offensive... and not much real defense. (Ironically enough, the closest you saw to real defense was "defending the hack"; that is, the real defense was when your empire was on the offensive and seizing territory)
The hex system, and that trench warfare you worry so much about, is a great step towards making that defense both more valuable and easier to set up/convince people to engage in. It takes a lot of the guesswork out of where the enemy will engage, because it behooves the enemy to spread out along the lines instead of simply choose one of the two or three available facilities to assault next based on lattice connections.
So if you've got two empires spread along a line of battle, each side is motivated to stay there because if they leave, they'll lose ground. Sure, you'll still have heavier pushes probing the lines, looking for weak spots, but my hope is that even the weak spots will have people actively defending against the small ambient troops on the other side before the roving squad(s) making the push arrived. This gives the defending empire time for backup to be called in before the defense is overwhelmed.
It has the potential to be a really good system, and if the resources are sufficient motivation to make empires care about every inch of the battlefield, I think it can work with the right tuning in place.