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2014-01-23, 10:09 PM | [Ignore Me] #16 | |||
Contributor Lieutenant Colonel
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If it's years down the road before they start looking at this then I may have to ask about a deconstruction station (dependent on the resource revamp). |
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2014-01-24, 01:41 AM | [Ignore Me] #17 | ||
First Sergeant
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I think sanctuaries are a really good idea still, since they would allready add 3 more continents to attack from. I'd prefer instead of making new sanctuaries, we would just turn the VR rooms into Sanctuaries. They don't really have to be big or anything too fancy since they will just be used to move up to other continents.
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2014-01-24, 02:27 AM | [Ignore Me] #18 | ||
Captain
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So...14 months after going live they are now/still brainstorming how to implement the main fucking core base mechanic of the whole game. Yeah, sounds about right.
Here's my tip for them: Check up this very forum, hit "search" and look for the countless good ideas that have been posted in the past 1-2 years. |
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2014-01-24, 07:14 AM | [Ignore Me] #19 | |||
Contributor General
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For me the new continents, inter-continental lattice and zoning need to come in together and and as someone has said everything discussed here are 'core mechanics'. Instead we get more events and WDS which, with respect to Malorn, are to me at best placeholders and possibly also act as distractions. |
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2014-01-24, 08:45 AM | [Ignore Me] #20 | |||
Second Lieutenant
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2014-01-24, 09:46 AM | [Ignore Me] #21 | ||||||
My suggestion on the whole thing, since Malorn didn't indicate in detail what his system implies:
*The other side of the warpgate changes ownership as long as controlling empire holds at least 1 WG, not counting the one in question. **There has to be some visible notification of it. Also the warpgate shield should go up for that delay even if the three bases on two sides belong to non-controller empires (Like 3 NC bases on one side and 3 TR bases on the other side of a VS warpgate. ----------------------------
Last edited by NewSith; 2014-01-24 at 09:57 AM. |
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2014-01-24, 09:56 AM | [Ignore Me] #22 | |||||
First Sergeant
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Okay folks, come on, at this point this is getting close to being derailed (Thank you btw Sith, was writing this Before I saw your post) so people can rail at the game's progress. Lets get back on topic: Continental Lattice, and how it should be done. If you want to be unhappy about this, go punch a pillow, or post on Reddit
People -start- at a warpgate already. Starting at a warpgate carries the possibility of you quickly getting to a fight, you have time to set up all your bindings there. What you are saying, is that people would start at... well, nowhere, they would start in a VR Room clone, with nothing to do, and if people are in VR by necessity, because they are driven back to their home gate, well... now they are Stuck in the VR. That doesn't sound like a better system Last edited by GeoGnome; 2014-01-24 at 09:57 AM. |
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2014-01-24, 11:41 AM | [Ignore Me] #23 | ||
Private
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Ok so the continent is capped the faction who lost the continent is beaten back, I'm not going to formulate what conditions need to be made for this to be met but what about some sort of bridgehead feature, like an alert some sort of text goes off in game saying a bridgehead is forming on a captured continent, it would have to be more than one and have to be spread out but it's an idea.
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2014-01-24, 12:22 PM | [Ignore Me] #24 | |||
Sergeant Major
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Besides, you select from the terminal the continent you want to go to. You spawn in that warp gate anyway, then pull your vehicles and such. I guess if you wanted you could copy and paste a warp gate into another continent and call it a sanctuary you could. I think that the Q1. of ghost capping is the bigger issue. It is boring. Even if its free XP its boring.
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>>Make resources matter!<< Last edited by Rahabib; 2014-01-24 at 12:24 PM. |
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2014-01-25, 02:44 PM | [Ignore Me] #26 | |||
Major
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1) Surrounded maps should gradually flip when a certain % a continent is taken. If abandoned, the turnover rate should increase or altogether counted as "taken' if all resistance has ceased. 2) It is really contingent on how continents are capped and population movements. Unless that mechanic is elucidated, this can't really be answered. 3) Dynamic / Temporary "home bases"! I made a post about this months ago: http://www.planetside-universe.com/s...ad.php?t=55871. A dynamic warpgate system provides the most possible uncertainties, unpredictability, configuration, strategy and gameplay, maximizing what PS2 has to offer. Basically, everyday can be little different from other days! If one is to take all the continents into 1 map and visually make a pattern, that pattern could be different on any single stretch of time. 4) In my suggestion above, empires can be 'pushed' and trapped in Battle Island Warpgates. All Continental WGs are conquerable. Since it is highly difficult to achieve complete continental WGs control, there will be always that pressure of overextension fighting the two other empires. In default state, Battle Island are innate and inaccessible. If a Warpgate is conquered or taken, then, the Battle Island is activated and the losing side are pushed in. If the attacking force wants them locked in that BI, they have to attack from the OTHER side and conquer the opposite WG from another continent ! Thereby putting that BI on the locked state. But the trapped defenders can still sally forth hence the difficulty of overextension of forces of the conquerors trying to hold TWO warpgates on two differerent continents. Then again, that's just one link! There are other continental links making it even harder to just zerg all over . It will take strategy, finesse and cooperation just to take 2 continents (given all the links!). Three or 4 or even more, good luck! If they take the EASIER route and attack the Battle Island instead, the defender is again pushed to the next continent and that Warp Gate 'locked' and unassailable. Hence, if an Empire wants a total multi-continental domination, they have to overstretch and attack on all sides, hence locking the other 2 Empires on the Battle Island Wargpates! This would be extremely difficult to achieve if one can imagine. Lastly, on the separate question of 3 WG adjacent bases, just make special connection among them that only activate when a continental capture threshhold is achieved (say 75%). |
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2014-01-26, 12:49 AM | [Ignore Me] #27 | |||
Captain
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Last edited by Timealude; 2014-01-26 at 12:52 AM. |
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2014-01-26, 02:47 AM | [Ignore Me] #30 | ||
Corporal
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Gave it some thought. These are hard questions within the limited scope they are giving us to work with (few continents, no vehicle warping, etc). Anyway...
1. A continent will be considered "locked" once all Warp-Gates on a single continent are owned by a single faction. When locked all continental bases, outposts, towers, terminals, turrets, capture points, and so on will revert immediately to the faction that locked the continent. 2. To claim an enemy WG the three connecting outposts must be captured by a single opposing faction. Capturing these drops the warp-shield, the safe-zone status of the WG area is removed, and capture points activate. The WG can now be captured similar to any other base. Once a WG is captured the shield, safe-zone, and capture points revert to their normal status. In addition any enemy troops and vehicles within the warp-bubble deconstruct immediately. The capture of the WG also causes the connecting WG (on the next continent) to also become owned by the attacking faction. This will unlock any continent that may have previously been locked. The resulting energy pulse also causes the three connecting outposts on the next continent to malfunction and become neutral. Neutral outposts have all their systems shut down (spawns, terminals, generators, turrets, etc) and require slightly longer-than-hack-times to reboot and capture. This can be done at standard capture points. From here the attackers must push forward to capture at least one outpost or, if the defenders re-capture all three, risk having their new WG on the next continent become capture-able (as per the system above). 3. At the initial introduction to this system all WG ownership should be as they are now (each empire owns one on each continent). This will also determine initial links (which may change with time and new continent introductions). After that let the players determine all WG ownership using the system at hand. 4. The obvious answers are Battle Islands, Hossin, Searhus, and all the other continents that need to be in game (hurry up plz). With enough continents this shouldn’t be a problem. But everyone knows that. Before you can release such proper solutions, here are some band-aids (none of which I really like)... a. Dynamic pop cap. Once a continent is locked by one faction, the other two factions gain an increased population cap on all other un-locked continents in order to accommodate displaced forces. This helps in re-taking WGs and unlocking continents. b. Send them to VR. This is a shit idea, but can be done in desperation. c. Force-unlock a WG on the least populated continent for the faction with the least WGs. Another shit idea that breaks immersion and takes control away from the players. Last edited by Ohaunlaim; 2014-01-26 at 02:52 AM. |
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