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2012-03-26, 06:35 PM | [Ignore Me] #16 | ||
Lieutenant Colonel
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I really, really hope that they do away with 15 minute base hacks.
Did you really enjoy having 30 troops defending the base, but 25 of them afk for the last 10 minutes of the hack? Sure if the bases are behind enemy lines make them take a while, but no way should a base on the front lines take that long if there are no defenders. |
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2012-03-26, 06:54 PM | [Ignore Me] #17 | |||
One capture radius for attackers, a small one, in the capture room only. One capture radius for defenders, base sized, slows down attackers capture time by having defenders within that radius. No defenders? Reduce capture time drastically. Add to this an accelerating capture time, starts slowly then speeds up the longer there are no defenders present to defend. This way it offers the opportunity to defend but speeds up in the event no attempt to defend occurs. |
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2012-03-26, 07:10 PM | [Ignore Me] #18 | ||||
Contributor PlanetSide 2
Game Designer |
http://www.planetside-universe.com/s...7&postcount=23
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2012-03-26, 07:22 PM | [Ignore Me] #19 | |||
Contributor PlanetSide 2
Game Designer |
He also said long ago that the adjacent territories impacted capture time and it apparently varied widely. More adjacent territories means faster capture, while fewer territories means slow capture. Come to think of it, he did mention the word "influence" back in July in regards to control over territories. It could be that a facility's owner is determined by the number of control nodes that are exerting "influence" over it, and that adjacent territories are one of the factors that affect how much influence is generated. That 'influence' mechanic could really be what controls the facilities (and possibly all territories). Perhaps a facility is captured once you reach some number of influence, and each node in the facility generates some. If you have like 4 and the enemy has 3, then you have a small influence gain over them and you will eventually take the base. Or if you have all of the nodes you capture it much faster. Think of it like the Battlefield Conquest maps but ticket generation is the net control points you own sans what the enemy owns. Taking my speculation a bit further, the influence rate might be determined by adjacent territories. So if you have no adjacent territories, capturing a node in a base would require you to sit on that base for a long, long time to build up enough influence to capture it. Meanwhile if the enemy has all the surrounding territories it wouldn't take them long at all to get the influence amount back up for the resecure. That could have been what they meant by that whole influence system. And it would explain the adjacency system too. Last edited by Malorn; 2012-03-26 at 07:23 PM. |
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2012-03-26, 08:20 PM | [Ignore Me] #20 | |||
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