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Old 2011-02-21, 12:56 AM   [Ignore Me] #46
Rbstr
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Re: Winning condition


I don't mind the relic idea. In fact I think that furthers the cause of true persistence. You could take it a bit further and make the relic wear out over some time (the order of a couple days?) and some kind of condition to build one...like own X thing on Y continent for so long or in such a combination and you spawn one. Only let a couple be active on a server at any given time so empires needed to steal them to get them, mostly.

The real problem I have is anything that involves or requires some kind of reset or similar action (like NPC based repelling of invaders and things) instead of player action to reverse it.
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Old 2011-02-21, 04:30 AM   [Ignore Me] #47
I SandRock
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Re: Winning condition


Originally Posted by BicOfMarkov View Post
How about something simpler.

Sanc base captures gain temporary access to capped empire specific goodies.

Capture base 1, you get infi weaps, cap 2, get basic vehicles and maxes, all 3 get all. Require a 15 minute hold. After the 3rd base is held, the sanc is wiped and locked for a half hour. (long enough to suck, not so long people will logout
)

Don't require more than a lattice link to get in but cover that place in defenses and defensible positions.

Make it HARD.
Because in this case simpler means boring :P
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Old 2011-02-21, 08:18 AM   [Ignore Me] #48
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Re: Winning condition


Originally Posted by Raymac View Post
I get a little frustrated with the idea that Planetside even needs a "winning condition".
This.
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Old 2011-02-22, 03:58 AM   [Ignore Me] #49
Traak
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Re: Winning condition


Originally Posted by Tikuto View Post
The 'winning', victorious Empire could have more command abilities available to them. Winning rewards would all be rewarding the Empire somehow, and commanders could have control of them.

Commanders would have more abilities like possessing an Empire-specific command ability.
  • Common Pool (all): Orbital Strike
  • TR: Air Strike (stealthed and thundering upon destination)
  • NC: Barrage Strike (an elongated strike of artillery)
  • VS: Covert Strike (orchestrated, silent and deadly)
All have Orbital Strike unless an orbital warfare expansion changes that. And all will have their own Strike command abilities too (2). The empire who takes a key location may temporarily possess that enemy Empire's Strike ability. e.g. NC take a VS key location. NC commanders are now able to decidedly use Covert Strike or their own Barrage Strike (2).
How about the TR get a hailstorm. Of bullets.
The NC get a hurricane. Of shotgun pellets.
The VS get the nerfs removed from everything due to NC and TR complaining.

Now THAT's balance!
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Old 2011-02-22, 04:24 AM   [Ignore Me] #50
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Re: Winning condition


Originally Posted by I SandRock View Post
Because in this case simpler means boring :P
I find it highly unlikely any form of Sanct strike that is feasible would be exciting enough for you.
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Old 2011-02-22, 04:53 AM   [Ignore Me] #51
I SandRock
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Re: Winning condition


Originally Posted by BicOfMarkov View Post
I find it highly unlikely any form of Sanct strike that is feasible would be exciting enough for you.
What? Sanct strike?

I gave my suggestion of what is feasible and highly exciting to me and all those who have played DAoC :P
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Old 2011-02-22, 02:54 PM   [Ignore Me] #52
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Re: Winning condition


Originally Posted by Traak View Post
How about the TR get a hailstorm. Of bullets.
The NC get a hurricane. Of shotgun pellets.
The VS get the nerfs removed from everything due to NC and TR complaining.

Now THAT's balance!
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Old 2011-02-27, 01:29 AM   [Ignore Me] #53
brinkdadrink
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Re: Winning condition


I just thought of a possible new winning condition type. What if you empire lock an empire then the lattece links are changed. It will change up the common continents and because the links are switched up the empire wont be empire locked anymore. This means nothing but the links changes but because of that a lot changes.
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Old 2011-08-08, 12:21 PM   [Ignore Me] #54
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Re: Winning condition


When a team meets the win condition we should lock and "memorialize" that server. All the winning factions players get some webpage with their name and stats put on it. Play epic ending video when anyone logs in to that server for the next month or so.

Then automatically transfer all of the current players to new/different servers. Thus splitting up the "winning team" to different servers. Members of outfits will be transferred to the same new server together.

Thoughts?
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Old 2011-08-08, 06:40 PM   [Ignore Me] #55
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Re: Winning condition


How bout if an empire manages to sanct lock another empire and then invade that same empires sanct and beat them, the losing empire's characters are all deleted, their faction is wiped from the server, and they are forced to go play on one of the two remaining empires.

The empire that controls the new sanctuary now has two safe zones to spawn to and can choose which one they'd prefer to spawn at.

You can work it in the storyline: The NC managed to invade the VS sanctuary, they gained access to their DNA databases, and wiped them clean, removing the VS Empire's ability to respawn, thus killing all the VS permanently.

You want winning! There's permanent winning for ya right there!
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Old 2011-08-08, 06:42 PM   [Ignore Me] #56
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Re: Winning condition


Originally Posted by Serisno View Post
When a team meets the win condition we should lock and "memorialize" that server. All the winning factions players get some webpage with their name and stats put on it. Play epic ending video when anyone logs in to that server for the next month or so.

Then automatically transfer all of the current players to new/different servers. Thus splitting up the "winning team" to different servers. Members of outfits will be transferred to the same new server together.

Thoughts?
I don't like the idea of separating an entire server like that. I want to play with familiar outfits and players and having them all choose a diff server to go play on would crowd the other servers and separate a community.

Perhaps just memorialize the server and have a new server for the same server, if that makes sense.
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Old 2011-08-08, 08:03 PM   [Ignore Me] #57
SavageB
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Re: Winning condition


I say let the SOE devs do what they are gonna do, and not mimic other games as most of you seem to think is the best way to go about things...They are taking a lot of things from a lot of diff games to come up with there own system, I m looking forward to seeing this in action during beta. Once beta comes then lets shout all the goods and bads at them to come up with the "perfect" system
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Old 2011-08-09, 05:15 AM   [Ignore Me] #58
Graywolves
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Re: Winning condition


There has always been a clear goal in Planetside. Conquer Auraxis and defeat the other two empires and keep holding the ground.

So make the world/galaxy all red/blue/purple and keep it that way. Good luck.


Planetside is a game of territorial conquest, like risk, only everyone is a peice on the board and has a mind of their own. In other FPS games you go into matchmaking and get into a short game and it's over. In Planetside....what you do has value on the war effort toward the conquest. Even if I spend half a day fighting over a bridge I have fun with it and feel worth out of it.

I also feel that if you actually put an "end" to the game, people will probably just rush toward that goal and focus on it too much.
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Old 2011-08-09, 07:04 AM   [Ignore Me] #59
Senyu
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Re: Winning condition


And here I'll direct you to a WoW video showing the only thing I enjoyed out of playing WoW. Just all those Honor Kills. Its so satisfying to know you've killed so many people and crush them beneath your boot just for that simple satisfaction. I apologize for those who hate WoW and may not watch the video


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Old 2012-03-02, 04:53 AM   [Ignore Me] #60
cellinaire
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Re: Winning condition


Originally Posted by I SandRock View Post
That is exactly what made me quit planetside every so often after a few months of play. There being no clearly defined goals. At least with capturing relics its hard and a goal but the game doesn't really end either. You have to recap those artifacts.
IMHO, the 'process' should be the main thing, and 'winning' or 'victory' should be the secondary thing in this kind of games.

I mean, seriously, I must have never played any mmo if I cared so much about the 'definite, defined goal'



(and definitely there's victory in PS1, the problem is, in my opinion, PS1's interval between 'victories' is veeeeeeery very short, compared to RL wars.)

Last edited by cellinaire; 2012-03-02 at 04:57 AM.
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