Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Transfering to World...
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2012-03-28, 04:53 PM | [Ignore Me] #16 | ||
I approve of this idea.
However, I propose a simplification to this system: If you own the warpgate outpost on both sides of the warpgate, the gate is shielded and only your empire may pass through it unless the enemy hacks it to temporarily disable the shield. If you lose control of the warpgate outpost on one side, the gate becomes neutral and anyone may pass through it. I just want to stick away from the idea that the outposts will only be hackable if you've lost all other facilities on continents - I am unsure if any single empire will truly ever own a whole continent for long, and though it makes defense slightly harder, it's still just easy to protect your empire's flanks. Furthermore, this idea of a shield that is only operable when both outposts are protected is easier to integrate into the lore - the shields would be human-built, and not part of the actual warpgate. They would be addons that humans built when they start splitting up into empires to try and have a sense of factional territory. Also, I support the idea that warpgates serve as links between hexes.
__________________
Doctors kill people one at a time. Engineers do it in batches. Interior Crocodile Aviator IronFist After Dark |
|||
|
2012-03-28, 05:04 PM | [Ignore Me] #17 | ||
Colonel
|
What kind of map scaling are we expecting for distance between things? For example, in the drawing above, you've got a WG and 2 "facilities" nearby. What kind of distance would there be between those 2 facilities? 500m? more? less? Can answer based on PS1 if PS2 not known.
|
||
|
2012-03-28, 05:09 PM | [Ignore Me] #18 | ||
Brigadier General
|
It's likely I'm not understanding this, but how do you get around the problem of getting pushed off of one continent while your "home" continent is pop-locked? You would literally have nowhere to go if you don't have at least 1 spawn point which means you'd get booted out of the game.
|
||
|
2012-03-28, 06:48 PM | [Ignore Me] #19 | |||
Master Sergeant
|
Think of continental ownership in terms of the hex territory ownership system hypothetically. If there was no territory/facility ownership, you could potentially have people fighting eachother on every square km of land at ALL times. HAVING the hex-territory system means that at any one time, most of the land is well within somebodies borders and nobodies fighting there... But it's necessary, because you have to create a feeling of ownership for the players. You can't just have them spawning and running at each other. The same is true on an intercontinental level. By having no proper system of ownership and progression of owning continents, there's no feeling of ownership by the players. The sense of ownership is literally EVERYTHING in a tactical game. If there's no ownership of continents, then there's no intercontinental play AT ALL, and the game's scale is therefore reduced... The only thing players will feel like they're fighting to control is hexes/facilities, and not continents or planets like in PlanetSide. And then, I mentioned this in another thread. You're looking at it the wrong way if you think it's a good thing for people to be able to play on any continent they want at any time. Locking continents means that continents that are locked will feel like PREMIUM content in the eyes of a player. They'll log in one day and see that the battle is taking place on their FAVOURITE cont which hasn't had any fights on it for a couple of weeks, and you can bet that they're going to spend as much time as they can playing that fight, because they don't always get the chance. It's exploiting the "string in front of the cat" psychology of people, and it's perfect too, because most of the time what continent their fighting on doesn't really affect their actual gameplay experience and it's not something they're actually going to feel dissatisfied by... when they DO get to fight on a continent they really like, it will feel like an epic bonus. So yeah. Plus remember, locking isn't that common especially with a big population. The only continents in PS1 that were ever truly "locked" for extended periods were the home continents, and that was just to do with the way the lattice system rules worked. |
|||
|
2012-03-28, 06:56 PM | [Ignore Me] #20 | ||||
Master Sergeant
|
I think this works fine too. The reason I said the whole continent needs to be capped first is just because I didn't know if there'd be tactical/balance problems of letting an empire go straight to hacking a warp gate without having tried to take the whole map first, and yeah, I originally imagined the WG would only be usable by that particular empire when they own both WG-stations like you said, and it's fine for it to become "open" when contested (for no reason in particular I originally said that only the empires owning one of the two/both the WG-stations could use the WG-link).
This is one of the finer more situation-specific problems of having only 3 continents. If there were more continents, your scenario is much less likely, and would only occur if a team has lost all the common-continents and is fighting on their home-continent (which would have to be their last continent). If there are any other continents even remotely in their control, they can spawn at the WG-stations (the semi-uncapturable footholds) on those continents they're fighting on instead if their home-continent is pop-locked. Last edited by texico; 2012-03-28 at 07:04 PM. |
||||
|
2012-03-28, 07:01 PM | [Ignore Me] #21 | |||
What you'll see from this is massive counter offences dropping from space onto continents that are controlled by an entire faction or just 2 factions, and it would be a glorious sight to behold. |
||||
|
2012-03-28, 07:16 PM | [Ignore Me] #22 | ||||
Brigadier General
|
Plus back in golden days, it was common to have multiple continents pop-locked. So considering how we are starting with 3, I don't know how easy it would be to just go somewhere else.
Plus, while I agree that IF it was coordinated right, a massive HART drop would be cool. I just don't know how effective it would be. Considering the other empires would have more assests at their disposal, a pure infantry drop might not stand much of a chance at surviving. |
||||
|
2012-03-28, 07:20 PM | [Ignore Me] #23 | ||
Contributor PlanetSide 2
Game Designer |
A way to make the planet feel more continental and connected is to give each continent its own value and unique properties and give an empire-wide benefit for domination of it that is unique from other continents.
I wrote something in the idea thread about this before: http://www.planetside-universe.com/s...ad.php?t=36627 Why fight on Indar vs Esamir? Apart from looking at which one might be more lucrative for you, if Indar and Esamir had unique properties worth fighting over then they each have their own value. If they are differnet from a resource abundancy standpoint then that also changes the value of the continent. The continent domination is also a form of end game and could be used in daily/weekly tracking to see which empire is "winning" |
||
|
2012-03-28, 07:28 PM | [Ignore Me] #24 | |||
Colonel
|
|
|||
|
2012-03-28, 08:10 PM | [Ignore Me] #25 | |||
Brigadier General
|
|
|||
|
2012-03-28, 08:29 PM | [Ignore Me] #26 | ||
Corporal
|
I think cross-continent warpgates (not broadcast gates) linked with the new hex system would be perfect.
1 uncappable ES base on each continent. 1 backdoor each. It's easy to understand & extremely tactical. Last edited by EZShot; 2012-03-28 at 08:30 PM. |
||
|
2012-03-28, 08:36 PM | [Ignore Me] #28 | ||
Colonel
|
Was there 1 tech plant per continent or several?
Also, I meant that there would be a totally unique vehicle or equipment or upgrade that comes only from one tech plant located in a specific location, and each continent could have 2. Or even 3, one located somewhat near each foothold. Special operations raids to temporarily knock it out could be interesting. |
||
|
2012-03-28, 08:39 PM | [Ignore Me] #29 | |||
Brigadier General
|
I think the idea of a special base that produces a special unit is pretty cool and adds a layer of strategy. It certainly goes along with what we know about capturing resources so far. |
|||
|
2012-03-28, 08:39 PM | [Ignore Me] #30 | |||
Corporal
|
If the game kicks off in a big way then the server list is going to be as long as your arm. |
|||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|