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Old 2011-11-22, 11:54 PM   [Ignore Me] #31
GuvNuh
Corporal
 
Re: So, apparently we got the number about AMP station's size...


Hmm, been trying to formulate my thoughts fer about an hour with no success, so let's go with a bit of rant....

I'm a TR ground pilot and the mechanized assault is what i love most about planetside. We all got fuzzy memories, and mine are of Dukes of Hazard meets Nascar style memories of my buddies pasting people while i got us in and out alive. Part of what made the big fights fun was all the armor and aircraft running around, and
just how hard it was to get those tanks and aircraft there in the first place.

(Here's where my thought process breaks down a bit, trying to distill a bunch of different aspects of a distance fight into a coherent argument. bear with me)

Part of what made the big armored fights good, and determined the success of many fights, was the logistics involved. AMS's would get taken out and have to keep being rolled in, sometimes a couple good OS's would take out all yer spawn ability and you had to lodestar some in quick or lose the offensive. Engineers would lay mines out in between vehicle runs to boobytrap you.("oh god, stay off the roads. They're a trick, they're always a trick...") During the assault over a long distance, say east side of searhus for example; if armor and aircav didn't have a place to repair and rearm, a few good pheonix kills would cost you the initiative as you suddenly had to deal with half a dozen vannys without armor or air support.

Part of any army's weakness is that it has to maintain a supply of vehicles and equipment, AND get them to the locations they are needed. It plays into the strategy and dynamics of a fight too much, and adds too much flavor and opportunity to be scaled down too much from where planetside was.

When attacking or defending a base, sometimes i just like to stop, listen to the gunfire, and watch the map. There's teams holding the back door, people trying to get outside, aircraft dogfighting overhead, and tanks rolling in from the next base over to help resecure the coutyard. Stuff going on everywhere, and it's a great feeling to know that those are all people, many of whom i know, in their own battles against thee enemy, most likely not ever directly involving my own fight, but our success as an army depends on the outcome of both our battles.

Although what i've seen says they're going to blow any misgivings away. i think the PS2 team loves this game as much as we do(while not on the clock anyways) and have a pretty good understanding of what makes a big fight engaging. It's that there's stuff going on freaking EVERYWHERE. i just don't want it to be contained like so many modern wargames are. It's gotta have that scale and scope to kinda break the invisible walls for you and bring that total immersiveness in.

Anyways, my worry is about losing that titanic scale and large involvement. But, what i've seen so far says not to worry too much, PS2 has some talented, dedicated, and most importantly, INVOLVED people working on her. I know they'll make one sexy gun totin' bitch for us all to get smacked around by. Keep up the good work fellas, we're rooting for ye. Look foward to pasting you all in the new prowler.

"Go on, try it out. We may even survive"-GuvNuh

Last edited by GuvNuh; 2011-11-22 at 11:55 PM.
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Old 2011-11-23, 12:11 AM   [Ignore Me] #32
Khellendros
Staff Sergeant
 
Re: So, apparently we got the number about AMP station's size...


Well said Guvnuh and I agree.

It's why I'm still not sold on the ability to spawn on your squad leader, I think the game could do without it just fine. While it is true that there would still be logistics in terms of protecting your SL to keep the spawn up, it's just not the same dynamic as an ams. I'd prefer to keep spawning vehicle based.
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Old 2011-11-23, 12:21 AM   [Ignore Me] #33
Xyntech
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Re: So, apparently we got the number about AMP station's size...


One thing that people constantly miss with the squad spawning thing is that it has never been the developers intention to have squad spawning be the primary form of spawning.

Presumably it will have a long reset timer or in some other ways be less viable for minute to minute respawning.
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Old 2011-11-23, 12:38 AM   [Ignore Me] #34
Khellendros
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Re: So, apparently we got the number about AMP station's size...


Originally Posted by Xyntech View Post
One thing that people constantly miss with the squad spawning thing is that it has never been the developers intention to have squad spawning be the primary form of spawning.

Presumably it will have a long reset timer or in some other ways be less viable for minute to minute respawning.
I can live with that.
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Old 2011-11-23, 01:11 AM   [Ignore Me] #35
dsi
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Re: So, apparently we got the number about AMP station's size...


Exactly how large were PS1's maps?

We should really compare these before we ftfo.


Also, if squad spawning is like a more streamlined version of Project Reality's rally points it might be good.
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Old 2011-11-23, 06:20 PM   [Ignore Me] #36
Talek Krell
Lieutenant Colonel
 
Re: So, apparently we got the number about AMP station's size...


Originally Posted by Khellendros View Post
It's why I'm still not sold on the ability to spawn on your squad leader, I think the game could do without it just fine. While it is true that there would still be logistics in terms of protecting your SL to keep the spawn up, it's just not the same dynamic as an ams. I'd prefer to keep spawning vehicle based.
I understand your trepidation, but I think it's going to be a good move. As has been said, it's not supposed to be a primary spawn method, and won't be useable indoors.

I see it as a much needed boost to infantry in the field. In PS1 an infantry squad traveling any significant distance on foot was pretty much doomed to die of attrition. The ability to bolster their numbers without waiting for people to run back from the AMS will give them a lot more flexibility to move.
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