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View Poll Results: What Homecont Archetype do you prefer? | |||
1 | 64 | 47.41% | |
2 | 30 | 22.22% | |
3 | 17 | 12.59% | |
4 | 42 | 31.11% | |
5 | 13 | 9.63% | |
My own (see below) | 5 | 3.70% | |
Multiple Choice Poll. Voters: 135. You may not vote on this poll |
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2012-06-14, 11:50 AM | [Ignore Me] #61 | |||
If you try and make home continents with only 3 no mater what way you work the links you end up with fighting localized at the neutral gates which is much smaller then the front lines you will get with a foot hold on each cont. The second you encourage empires to lock continents you start to limit the territory people will fight over. The only way I can see a lattice system working is to bring back the sanctuary's for regrouping (making them a space station could be more fun) and make all gates broadcast gates. That way any empire can pop up any where. From there you let it play out naturally. The empire's will form there own preferences and front lines. |
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2012-06-14, 12:08 PM | [Ignore Me] #62 | ||
Sergeant
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Maybe in the future we'll get "themed" conts instead of "home" conts. It'll be fun, it'll be epic, and very difficult given the home team advantage. I always liked the idea of having a home base for each faction, but I do see the need to have constant warfare on every cont possible. Give one "capital" for each faction that only they have a sanctuary on, but that is very much conquerable by the other factions. Perhaps some fun benefits will apply for the attackers, kinda like raiding a faction faction capital in WoW. At the very least achievements or badges or something to show off what you accomplished. Good stuff.
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2012-06-14, 12:18 PM | [Ignore Me] #63 | |||
Major
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Something like that would be really cool! |
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2012-06-14, 12:23 PM | [Ignore Me] #64 | |||
Contributor PlanetSide 2
Game Designer |
To have meaningful strategy, conquest, and a metagame you need a lot of space. More importantly, some significant amount of that space will inevitably be unusable. It has to be in order for conquest to happen. You take territory and then once you take it it's yours for a while and the battle moves. In order for the battle lines to move significantly they need a place to move to - thus we need a lot of space and it can't all be used. The reality of PS2 is that it is launching with 3 continents. With such a small number the space utilization must be High or the game will be stale and boring and not feel any different than a session shooter in terms of scale. We need to see more of that world so we see just how big it is and PS2 feels "massive" Additionally, we need high utilization so the populations for a server are correct when they start adding more continents. Consider 3 jam-packed continents. If they add 3 more continents, server population stays the same (unless the game has good net player growth over time), and space utilization no longer needs to be so high. This opens the door for a larger metagame. Game still feels large, we see a lot of it, and conquest & battle lines move meaningfully. The point I'm trying to get at is that the 3 continents thing is really, really important for a number of reasons and its not just good for them to maximize space utilization - it's vitally important so the game can scale well as they add new continents later. Then as space increase the metagame will have more options and we can move to a model that utilizes less space and provides more meaningful conquest and domination. We have to accept that the metagame won't be super awesome at launch, but the important thing is why that is the case, and how we can make it better in the future. So the new buzzword for Global Strategy, Conquest & Metagame => "space utilization" You can also see space utilization theory in action in the mockups in the OP. The more interesting strategy configurations end up creating dead space and areas of the map that will not likely see a lot of action. Thus more strategy = less space utilization. If space is low to begin with then having rich strategy means we're going ot have most battles in small parts of the map. You saw this with DAOC also with three factions with 3 "realms" (or "home continents" if you will). Most of the battle took place on the entranace zone to each home continent. Were we to separate the factions into each faction being on its own continent and connecting the continents then we will end up with a similar result, where most of the battles occurs in the area around the two non-faction warpgates. Very dull result. So we see how that will play out. Thanks again erunion...you've really opened a door for me in understanding the dynamics and design of continents, connections, and strategy. |
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2012-06-14, 12:47 PM | [Ignore Me] #65 | |||
Captain
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Please document for future reference. |
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2012-06-14, 12:47 PM | [Ignore Me] #66 | |||
Contributor Major
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Those warpgates, then, can lead to either other 2-faction home-continents (providing either access to that continent for the non-footholded empire or a tactical foothold that grants access to push into the opposition's holdings from multiple fronts) or to completely neutral continents, which may get locked but will never have a stranglehold by the locking empire, because they must hold their beachhead access with no special advantages of permanent access. |
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2012-06-14, 01:07 PM | [Ignore Me] #67 | |||
Contributor PlanetSide 2
Game Designer |
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2012-06-14, 01:17 PM | [Ignore Me] #68 | |||
Major
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The only thing i worry about with this set up is you've essentially got 3 stalemates that may as well be on different servers, since the choice of where to go doesn't really matter
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2012-06-14, 01:40 PM | [Ignore Me] #69 | ||
First Sergeant
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I think something that can try to help alleviate the deadlocking of the 3 forces along essentially non-variant battlelines is the removal of the need to follow a set lattice in your captures. On PS1 you had difficulty breaking into enemy territory because they knew you had to try to cap 1-2 bases, and you couldn't go anywhere else. In PS2 they have introduced the ability to capture ANY hex, no matter where it is, so I think any group willing to shake things up can back-cap a base a few hexes into enemy territory and really shake things up. We'll have to see how that will work in practice. They made it sound like it would be more difficult to do back-capping, but I hope it's not SO difficult as to be impractical, because I think it will go a long way in making the battlefronts less static.
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2012-06-14, 01:47 PM | [Ignore Me] #70 | ||
Contributor PlanetSide 2
Game Designer |
The lack of a lattice adds more freedom, but the territory control system is not a free-for all by any means. Depending on how important adjacent territory is it could be nearly the same result as the lattice only not tied strictly to bases. Front lines are important and they'll move back and forth as population and attacks shift along the lines, but it won't be drastic day-to-day like we saw in PS1 where you might not fight on a continent for several days, even weeks because it was just too far away or well-held by the empire that had it. The shift will move from less about continents and more about territories on each continent.
It seems the resource system is more or less meaningless though, as you have to go through territories to get territories, and if you're progressing along a front you'll pick up resources naturally. They won't be something you can specifically target all that effectively. |
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2012-06-14, 02:01 PM | [Ignore Me] #71 | |||
First Sergeant
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I'm saying that's not really the case when your attacks can happen anywhere you want (especially if you fly along the coast and attack coastal bases). AGAIN: This is heavily dependent on how difficult they make it for you to cap inside enemy territory, and is compounded by you being effectively surrounded and (depending on spawn mechanics) where you are not easily reinforced. It is depressing to think that the hexes near an enemy's sanctuary will just NEVER be seen due to how not viable it is to even attempt to attack them. But really, it's more difficult than I care to ponder right now on how to make that not happen and still be fair to the guys who control the area when they're fighting several kilometers away. |
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2012-06-14, 02:21 PM | [Ignore Me] #72 | ||
Lieutenant Colonel
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I really do not like footholds at all.
I can't see them being more than server selections at that point. There just will not be global movement with this how it is. Last edited by MrBloodworth; 2012-06-14 at 02:23 PM. |
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2012-06-14, 02:36 PM | [Ignore Me] #73 | ||
Private
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If we only have 3 continents, then #1 is the best option. If we get more continents then I would like SOE to try changing that configuration to be more like PS1 and see how that works.
The idea I have right now is for seven continents total. One continent, like Indar, would have a foothold for each empire. Three other continents would have a foothold for one empire each, and then the three last continents would be completely neutral. Also, considering how in PS1 the neutral continents give you some kind of special benefit for capturing them all, I'm thinking maybe this can be done with PS2, but also displayed on the continent with some kind of super-base that is 3-4 times larger than a normal one, perhaps divided into multiple sections and with a unique feature that represents the benefit given by that continent. Also, I've attached a few ideas I've had using seven continents, I like the first the most. |
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2012-06-14, 02:48 PM | [Ignore Me] #74 | |||
What I am curious about is if the capitol concept will make a return. Could be interesting having a capturable foothold in the center of the map. |
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2012-06-14, 02:58 PM | [Ignore Me] #75 | |||
Private
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It would also be made so that without all three power stations online, the barrier would no longer impervious to fire and could be worn down with bombardment and such (no OSes allowed though), and more quickly if only one station is still active instead of two. The idea here is to allow more avenues of attack: 1. Hit all power stations to take the barrier down and move in full force. 2. If there is low population around or you're just that good, have a strike team move into one of the power stations and enter the capitol through the connecting passage and take control from the inside. 3. Take down one or two power stations and just shoot the hell out of the barrier until it collapses. Last edited by Inverness; 2012-06-14 at 03:00 PM. |
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