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2013-04-02, 04:51 PM | [Ignore Me] #31 | ||
Lieutenant Colonel
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sancs really wouldn't be that harmful. You'd still be able to drop people who are new into the game anywhere, and instant action would still work as it does. You could still join a random squad just as quick and drop on its sl as quickly as you can. What sancs add is it gives organised groups a place to recall to and rally at that isn't camped nor under fire. it also gives a place to go to when you want to get out of the fire and mess around with your certs and loadouts. it doesn't take anything away or slow the game down for those that don't want to use them.
Likewise, when you get tossed back to your homecont and have nowhere else to go, it gives people a place to log into if there are no other spots on other conts, so they don't feel like they are being completely locked out. the argument that they slow the game down is bunk. in the end, its only removing useful content by not adding them.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-04-02 at 04:52 PM. |
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2013-04-02, 04:55 PM | [Ignore Me] #32 | ||
Major
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I agree that the tempo in which these continents are released is way too low atm and our feedback on current continents, base design and battle flow hasn't exactly decreased development time. Also they need to take an overhaul of the reward & resource system into account.
So before releasing any new continent, they need to deal with these issues first and right now I can't help but getting the feeling that they are still struggling with this. Somehow, their original big idea of how hexes, base/continent design, meta game, capping and rewarding should work got completely changed based on our feedback and now they find themselves redesigning this game almost from the ground up. |
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2013-04-02, 05:05 PM | [Ignore Me] #33 | ||
Second Lieutenant
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well i agree with pointman . sanc do NOT slow the game down because FPS twitchers can always just instant action . while it give organised outfits an incredible tool. Also Rolfski i feel like it is true that they are re-designing this game completely. Beta should have been longer but i'm gone trust them on this one. maybe they could release the other half of the one year plan as a sign of good will.
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2013-04-02, 05:10 PM | [Ignore Me] #34 | |||
Contributor General
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I would thing it would be the same folks that who continents that would create sanctuaries though. |
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2013-04-02, 05:19 PM | [Ignore Me] #36 | ||
Private
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My best guess at a 4 continent global layout:
Each Sanctuary links to two home continents. Each home continent is contested by at least one other faction. It's an end to the constant 3 way stalemates we have now, replacing them with 2-way fights that are winnable. Sanctuaries are definately needed. They can be, as said earlier in the thread, cookie-cutter continents like the VR. They don't have to be feature rich major landmasses. A smallish island with a warpgate and some platforms for loading vehicles and forming raids is all that is needed. Note that the warpgate on the sanctuary should be a "broadcast" warpgate that allows you to warp to any gate that you own. This is in case that you happen to lose both your home continents but still own other warpgates in the system. Access to the center continent can be achieved by capturing the warpgate leading to it. Non-sanctuary warpgates (so in this example the warpgates leading to Hossin) should be capturable like major facilities. Sancuary warpgates remain uncapturable. |
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2013-04-03, 02:23 AM | [Ignore Me] #40 | |||
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2013-04-03, 02:27 AM | [Ignore Me] #41 | |||
You just have to make it so if your empire is completely pushed back to the home continent - people can somehow back hack somewhere. Some sort of fail safe to keep people from getting pop locked and unable to push out. Like if you had 6 continents, and one continent was in the middle of everything, and at the middle of that continent an inactive wargate existed that no one can use unless they're completely pop locked and stuck in the home cont. Then they can spawn there and push out. Something like that. Searhus was the middle continent in planetside 1. It was the farthest link away from your home continent. Some really interesting battles happened there. There were VERY rare instances in planetside 1 where your sanctuary and home continent were pop locked. The sacntuary was the "buffer to help filter people into the battles. VERY rare did you have absolutely NO LINK to anything outside of your home continent. There were normally "bubbles" of territory that you had. Even still, in planetside 1 there were ways to make a base go neutral so you could start a new "bubble" of territory outside of your home continent and push out from there. That was the fail safe to the lattice link system. But this game is different and a new system will need to be used. Last edited by Sardus; 2013-04-03 at 02:35 AM. |
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2013-04-03, 10:47 AM | [Ignore Me] #43 | ||
Sergeant Major
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I never played PS1, so explain to me how the "locking" part works. If TR wins continent A, then NC and VS cannot attack that continent for how long?
Also, I don't see how this really fixes strategic game play. So if a battle is on X continent, it doesn't change how the battles will work on that continent, its still going to be zerg fest. You still have the resource problems (which should be priority 1), and you still have population imbalance issues. Its just an extended version of the lattice system as I see it - which may be wonderful for battle flow predictability, but doesn't reflect any strategic elements being added. IMO, fix the resource system. If air is decimating, rather than nerfing the hell out of it, make them more expensive and allow a team to go and cut off the resources that allow that empire access to them. Air is now dealt with without nerfing. Now if air was successful before, they may go back to retake it - and there is strategy. If they cant retake it, then they can change strategy and cut off tanks from the enemy (or lower resources so they cant use them effectively), then once armor is dealt with, roll in and retake the air regions, etc. This adds strategy to the game, once you have strategy, then you can work on an "endgame" (or final objective) where you can move from continent to continent and eventually have some sort of "win" requisite that takes a long time, sustained tactics (ensuring you hold territory - which means defensibility needs to go up), and thus an endgame accomplishment can be achieved fair and tactically. We have none of this. So I think these home continents are premature at this point. I say fix the game on the micro level before we worry about the macro level. |
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2013-04-03, 12:04 PM | [Ignore Me] #44 | |||
Contributor General
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There is no timer and in fact there is no physical 'lock'. Really it simply means that your empire owns the entire continent. But it can go a little bit deeper. Think of the bases on a single continent. You can't hack any of them unless you have adjacency to one of your bases. With multiple continents adjaceny stretches between continents. If you own the base that is linked to a warp gate, that warp link links to another base on a different continent and that warpgate links to a base in turn. Because you own the original base you are able to hack the base on the far side of the warpgate links. If you do hack that base and capture it the original continent cannot be hacked via that link and if you do the same on the other warpgate on the continent (assuming 2) then the continent is truly locked and is safe unless and until those linked bases are lost. |
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2013-04-03, 12:10 PM | [Ignore Me] #45 | |||
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