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2011-07-16, 08:35 PM | [Ignore Me] #1 | ||||||
Contributor PlanetSide 2
Game Designer |
This new resource/territory system is what intrigues me the most about PS2. I didn't like how some of the "transcripts" were not word-for-word transcripts and so I went through every video and did my own transcribing. I didn't transcribe everything in the video, rather I focused on the new territory control and resource system. I got everything related to that topic.
Here they are in their complete un-paraphrased glory.
With this complete and accurate list of quotes I hope we can have some good discussion about how these systems work and maybe get some more ideas flowing. One large unanswered problem is the one that I mentioned in this thread, which has to do with global strategy and motivating people to have interesting conflicts instead of ghost-hacking continents, double-teaming, rich-getting-richer, and moving into one giant zerg in only one continent. I will reply to this with my own analysis but I wanted to keep this first post limited to the information we know. Hawt damn I love what they're doing with this. Really, really awesome stuff. Last edited by Malorn; 2011-07-16 at 08:38 PM. |
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2011-07-16, 09:15 PM | [Ignore Me] #2 | ||||
Contributor PlanetSide 2
Game Designer |
Here are a few interesting exerpts that caught my eye.
I got the following from the 7-3-1 concept that Matt mentioned. The facility has 7, tower 3, bunker 1. I put the bridge in there as conceptual, but in reality I can see a long bridge consisting of 2 bunkers and you capture one bunker and you get half the bridge territory. Smaller bridges might only have one bunker and thus one capture point to own the entire bridge. If they wanted to be even more granular, it might look like this. Depends on how they want to work it but they have a lot of flexibility. I like the idea of bunkers a capture points, especially if they are also spawn points for infantry. This is similar to how one might capture a point on a Battlefield Bad Company 2 map and then spawn from it. More spawn points around the map means the combat pacing will be sped up. |
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2011-07-16, 10:41 PM | [Ignore Me] #3 | ||
PSU Admin
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Very thorough and well thought out post as always This too is one of the things I am most excited about. This opens so many doors in a world like PlanetSide because it means every piece of land has value. In one of my conversations with the devs they talked allot about all of the areas that are empty in PlanetSide because there is absolutely no reason to be out there fighting. They tried to get people out there with various merit achievements but in the end that was in vain. This type of system adds so much more strategic value to the PlanetSide map, even small outfits can make a much larger difference than they could before. Plus people *should* have far more reason to defend. |
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2011-07-16, 10:47 PM | [Ignore Me] #4 | ||
Colonel
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Yes, well laid out. I am excited about this plan.
Especially how it will keep the fights from being so utterly predictable. You can pretty much call how a cyssorside is going to play out over the next several hours due to the unchanging lattice. Battles with this system will be far more fluid and unpredictable things, and even that will shift with time as they alter the resources regions give. Last edited by CutterJohn; 2011-07-16 at 10:49 PM. |
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2011-07-16, 11:46 PM | [Ignore Me] #5 | |||
Contributor PlanetSide 2
Game Designer |
Here's another bit on how it could work.
It could be that the idea of "influence" and regions is a little more dynamic. Towers & Facilities might might exert influence that helps you capture and hold territory, while the individual hexes can each be captured themselves. As stated above one can capture it physically but also via influence. Call me crazy but I have this thought that the influence idea and the adjacency are inter-related. Not every territory may have a bunker or a tower, for example, and it might be pretty repetitive if every territory had either a bunker, tower, or facility claiming it. I'm getting this idea that it might be as simple as classic domination-mechanics from the Battlefield games -If you get units close to a capture point you will slowly capture it over time. The amount of time it takes to capture is based on that adjacency system and nearby influence from things like bunkers, towers, and facilities. This gives more value to those things as strategic targets but still allows you to capture any territory simply by physically occupying it. Perhaps influence actually attempts automatic capture, as if you had a certain # of players occupying the territory (depending on how close the territory is to the influence-producer). Meaning if you move over and occupy territory right next to a facility and then leave, over time the facility will re-claim the territory if you dont have anyone there. This sort of thing would naturally help counter-act ghost hacking. The strength of influence could then vary by tower type, by facility type, and by bunker type. To permanently hold it you would need to occupy one of the influence-generating structures such as a bunker, tower, or the facility. So if we go back to domination mechanics, a certain amount of domination control might be constantly exerted by influence-generating structures on nearby territory. This would help capture that territory and also help hold it. This is sort of like how in Civ 5 "culture" was generated every turn and captured territory without being there. This also allows them to have territory that doesn't have a spawn point on it or doesn't have a nearby tower but still have it capturable. So if you have a bunker next to a territory it might take longer for the enemy to capture the territory because the bunker exerts an amount of influence. Towers might exert still more influence, making it worthwhile to capture towers so you can make it easier and faster to capture other territories. However, at the end of the day, you can still capture the territory by simply occupying it. Even if a tower is right next to the territory if you physically occupy it via the domination mechanics you control the resources there. But owning the tower would help hold it and make capturing nearby territory easier. I'm still trying to figure out how they can change the region-size with resources moving around. It could be resources themselves augment capture time or are influence producers. That one eludes me but I will continue to think on it. |
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2011-07-17, 09:50 AM | [Ignore Me] #9 | |||
Lieutenant Colonel
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Good post as always.
This small scale strategy is what I am most looking forward to; no longer will the lattice define where we fight and where we strike next, but instead we will be aiming for every facility, tower, bunker, resource, choke point, or high ground along an entire front line. All the while thinking about how best to hold what we have, disrupt the enemies plans and how to wisely use our resources. One thing I am thinking of is what they mean when they say that the Empire gets the resources; does that just mean each player in the Empire, or does the Empire itself have a pool that commanders perhaps can use for supporting the Empire ? As an aside, I quite look forward to this small feature:
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2011-07-17, 01:24 PM | [Ignore Me] #10 | ||
Master Sergeant
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I hope the need for these resources is great enough so that players are always compelled to go after them or really be concerned over resource denial. If not I fear over time the war would degrade to capturing whatever territory regardless of resource or consequence.
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2011-07-17, 04:50 PM | [Ignore Me] #11 | ||
Private
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I agree that this system is probably the single most interesting and exciting addition they've mentioned. I can't wait for them to give us a little more information.
I like the idea of the factions using different minerals for different things, It'd be stupid if 'tankium' was the element that all factions needed for their tanks 'boomium' was required for all shotguns, ect. I also like the idea of different factions having different raw number requirements. It'd be amazing if Vanu required rarer resources but less of them, it would fit in with their mobility based gameplay. Need a resource? Spend some time figuring out the best spot to attack is, Go in, secure it, take the little you need and leave. But the more stationary factions (especially Terran) wouldn't need so much rare stuff, but would need more resources. So the wouldn't need to look as hard for positions to take, but would have to stay and defend their extraction harder. I wonder if the resources will be required to make some things, or if they will only provide buffs, or both? Like for example you need metal to armor a vanguard, but each metal has different properties, maybe a highly reflective metal would reduce damage from energy weapons, maybe a dense metal would defend better against AP rounds, ect. There have been rumors of vehicle customization and it would be amazing if this sort of thing was added to it. Or maybe say you need a focusing crystal for your lasher, but you could put in a crystal which caused a larger lightning ball but diffused damage, or a crystal that reduced AOE and increased damage. Right now though the possibilities really are endless because they've given us little real information to speculate on, we don't know anything other than there will be resources and we're supposed to fight over them. If they know anything about how games work this should mean they're going to be making them worth fighting over. Resource driven conflict is the most entertaining kind of conflict, so here's to hoping that they pull it all off. |
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2011-07-17, 06:55 PM | [Ignore Me] #12 | ||
It would be neat to have resource drones that would carry resources from the area on the map to the bases. And some people could destroy those drones. But I am sure there are reasons we can't do that.
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Life sucks, Press on. Moderation in all things, including Moderation. |
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2011-07-17, 06:58 PM | [Ignore Me] #13 | ||
Contributor PlanetSide 2
Game Designer |
I like the concept of supply lines, however I think it might detract from the front-line action and game pacing. It is possible for us to have too-much going on.
WWII Online had a rich supply model but it's also an incredibly slow game because it goes a little too far down the realism side of things. But that's great for that game which is going after more of a WWII simulation as opposed to market-shattering change in the MMO genre. |
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2011-07-18, 12:29 PM | [Ignore Me] #14 | ||
Master Sergeant
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The game isn't out yet and you are already turning the map blue!
Resources also remind me of the only other MMOFPS in the world, WWIIOnline (Battleground:Europe) . That was a fantastic game. I love the idea of Outfits using resources to establish outposts, or construct towers or create vehicle pads. These support actions that consume resources should have a direct impact of Outfit Points (in addition to kills). This will give support players a reason to do support. Resource Concerns: Seems like Resources are needed on every level from Faction to Individuals. What problems can arise from that?
The randomization of Resource location?
The hoarding of resources for personal gain (because of a Player Economy).
PS2 promises to be an entirely different game altogether. The information purge we saw at Fan Faire was the news we were all waiting for - that indeed the PS IP is alive and well and was not some afterthought in a marketing meeting. Whether it ends up truly great or terrible remains anyone's guess. We will have to just wait and see. I personally have been waiting 8 years for this and will do everything I can to see that it is everything we've been hoping for and more. So far, these guys have tried to implement all my favorite features from all my favorite games. Kudos! |
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2011-07-18, 01:46 PM | [Ignore Me] #15 | ||
Private
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Fleshing out an idea of what I'd like to see:
Several classes of resources of varying importance to each faction (just some ideas here): 1) Metals and Minerals: used for vehicles, heavily used by NC/TR for infantry weaponry and ammuntion and in the construction/repair of buildings and vehicles of all factions. Common resouirce 2) Bio-Mass: used for spawning and construction of spawn-related stuff, common resource. 3) Crystals: Used heavily by Vanu for weaponry and vehicles alike, sees some uses in certain technologies of other races. Rare material, but smaller quantities of it are required. 4) Petrochemicals: Used in fuel for vehicles for TR/NC and for explosives in many weapons, also used for plastics in Vanu infantry weapons. Uncommon resource. 5) Nanites: Used for base electricity, and for Vanu ammunition, works in much the same way as the first game. Lacking these resources wouldn't necessarily strip you of all things they are required for, but would incur penalties. For example say you're Vanu and you're getting a Pulsar from the equipment terminal, but your faction is COMPLETELY out of crystals. Then you'd get one with a shoddy focusing crystal and your cone of fire would be much larger. Or say your base was out of nanites and you're a vanu, who draws weapon energy from base nanites rather than from faction ammunition stores, you'd get a 'weak charge' on your weapon which means your range and damage is reduced. Or say you were building a Vanguard and had no fuel, you'd have to run it on electricity from nanites instead and you'd face a speed penalty or something, just like a real electric car Gotta run to work but I'll flesh this out more when I get home, it's very fun to think about. |
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