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2012-01-08, 06:15 AM | [Ignore Me] #46 | |||
Brigadier General
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I'd like to see some kind of empire wide reward for capturing a whole continent, that is awarded the moment you take the last territory on a map that has been heavily contested for more than x amount of hours with x amount of territory flips within that time. No real need to have a continent fully lock, but giving some kind of temporarily lasting reward would be nice. Hopefully they have enough continents at launch that they can have at least one home continent per empire though. |
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2012-01-08, 06:33 AM | [Ignore Me] #47 | |||
Major General
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2012-01-08, 06:40 AM | [Ignore Me] #48 | |||
Corporal
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Personally, I prefer it, but not for the immediate areas around a facility. As long as it makes sense to the layout of a continent, then I think it would be more interesting. However, that was my preference when my understanding was that territory was captured as a whole. Some posts have indicated that territory is intended to be capturable in parts, in which case the polygonic approach still works, with or without Territory having a more natural shape to it. |
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2012-01-08, 06:49 AM | [Ignore Me] #49 | |||
Brigadier General
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If there are multiple footholds for each empire on different continents, you could even do something like PS1's sanctuaries had, with those little triangular warp thingies that cycled you close to each of the three gates, only this time they would warp you to another foothold on a different continent. Maybe start the game with at least 4 continents, with 3 of them each having a single foothold, one continent for each empire, with the fourth continent being a free for all. Then, once you have 7 continents, give one more foothold to each empire. Obviously there would be the potential problem of getting sealed into your foothold, but considering that we can theoretically hack any hex without any sort of lattice link, it shouldn't be as big a problem as in PS1. |
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2012-01-08, 09:38 AM | [Ignore Me] #52 | ||
Private
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The key thing that continent locks did was to, in theory, allow the battle to roam. Granted, it didn't end up working out this way, but in theory it allowed the battle to be focused onto just a few continents, and to allow those continents to shift as territory shifted. This ultimately diversified the content you experienced over time.
It also gave a very important psychological effect to the player. There needs to be some concept of progression, i.e. "Alright, we've locked this content down, we can move on to the next objective." Even if this was an illusion (fighting was just going to come right back to the continent later), it's important for the player to have that feeling of advancement, and the feeling of "safety at my back" in that you know it's not likely you're going to get troops flooding in from the warp gate behind you. If combat is always occurring on all continents, you don't get this on the scale that you would have in Planetside 1. It becomes less about "where is my empire fighting so that I can go help them", which was a very cool feeling, and more about "Where do I want to fight today." While it's nice to be able to choose where to fight, it takes away one of the most critical aspects of planetside 1, which was the feeling of being a smaller cog in a larger machine. (And as always, none of us have seen how it actually works, so this should all be pure speculation and closer to distilling what made Planetside 1 good rather than criticizing a system in PS2 that we know nothing about.) Last edited by Quantumplation; 2012-01-08 at 09:39 AM. |
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2012-01-08, 02:13 PM | [Ignore Me] #54 | |||
The only drawback to that is that to be as pretty, intricate, and as diverse as those links are, we need a lot of real estate, which I wouldn't expect at launch. For that reason, I'd expect the global warpgate links to look more like this, since they also appear to be going with the 3 warpgates per continent rule (rather than the 4 in PS1): This requires just 9 continents rather than the 17 pieces of real estate plus the 6 caves. But it can be fractaled up to the same intricacy just as easily.
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Doctors kill people one at a time. Engineers do it in batches. Interior Crocodile Aviator IronFist After Dark |
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2012-01-08, 03:22 PM | [Ignore Me] #55 | |||
Sergeant Major
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So I would assume you move from cont to cont by going back to your foothold and warping to the foothold on another cont. |
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2012-03-08, 08:21 AM | [Ignore Me] #58 | ||
Lieutenant General
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Alright, so I have three questions for you to answer:
One, is it me or will 80% of the fighting per cont be about the region of that T-fork split? Two, when does the fight make, or allows you leave for another fight? Three, how many times can you repeat that cycle if the exact same stretch of territory is in dispute every day? |
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2012-03-08, 08:27 AM | [Ignore Me] #59 | ||
Master Sergeant
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Well, you can capture hexes, so that "T-fork" is going to be constantly moving...Also, depending on whether they allow back-hacking (without needing adjacent hexes), I could see large fights regularly spawning out of areas that were previously quiet.
I do worry about the game becoming repetitive though, especially as there are only three conts, but they are intending to add more, so we'll just have to trust them to deliver I guess...
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2012-03-08, 08:30 AM | [Ignore Me] #60 | ||
Lieutenant General
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Backhacking will be possible, but securing those backhacks is supposed to be faster. Compared to PS1, how many people can you spare for, or will react to such a backhack?
Two, three times as many? Will the willingness to try that (risk) be worth it or acceptable for your own empire? I could sometimes barely get people to come to Zotz drains to hold against 5 people "because it'd not stand a chance anyway so close to enemy warpgate", I presume it'll be a diplomatic and logistical nightmare to get 20-50 people there unless they are under your direct command. The psychological presence of a nearby enemy sanctuary may just be too great. Last edited by Figment; 2012-03-08 at 08:33 AM. |
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