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Old 2012-01-01, 05:42 PM   [Ignore Me] #31
EASyEightyEight
Sergeant Major
 
Re: Territory Capture Concern


Bunkers would amount to maybe 1 or 2.

Towers around 3, maybe 4.

Bases a little larger than that. Probably no larger than 7.

And times to capture will probably vary between structures. There's no reason why a bunker should take as long as a base for example, except possibly with no friendly territory adjacent to it. In comparison to bases, it's a poorly defensible position that's easy to overrun with a large force.

As for some territory simply turning, I don't think it's too much a stretch to expect a hex to turn red when the only people running through it are Terran's. Sure, not a squad, but a sizeable force, and probably with an already adjacent hex they control. It would work more through local influence, rather than take and hold.

If only we knew more.
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Old 2012-01-01, 07:50 PM   [Ignore Me] #32
CutterJohn
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Re: Territory Capture Concern


Originally Posted by BorisBlade View Post
HOWEVER, we dont know how the full system will work. So there could be some other things to make it much more of a pain to even just grief with a hack. Personally i think bases should need more than just a random guy getting to the cc. They have said bases are taken in stages, so if thats the case and its done right, then this could stop that lone griefer in his tracks. Or at very least we should get some warnings that someone is breaking thru the various stages allowing us to get in and stop em before they start a hack. And it just makes it a ton more work for one person helping to discourage doing it just to grief.
I'm pretty sure they've said that there will be multiple areas to hack in a base. Aside from that, having a minimum number of people required to be present, along with a requirement for continuous presence(i.e. gotta be there or the hack just shuts off) would minimize the lone wolf griefing. If a squad or platoon is running around attempting it, well, thats a pretty valid tactic imo.

Taking control of a base doesn't have to be as simple as it was in PS1, i.e. the whole use rek once then get the base 15 minutes later bit.
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Old 2012-01-01, 08:19 PM   [Ignore Me] #33
Ailos
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Re: Territory Capture Concern


Originally Posted by CutterJohn View Post
I'm pretty sure they've said that there will be multiple areas to hack in a base. Aside from that, having a minimum number of people required to be present, along with a requirement for continuous presence(i.e. gotta be there or the hack just shuts off) would minimize the lone wolf griefing. If a squad or platoon is running around attempting it, well, thats a pretty valid tactic imo.

Taking control of a base doesn't have to be as simple as it was in PS1, i.e. the whole use rek once then get the base 15 minutes later bit.
Maybe wed have to hack it in portions - you have to gain control of the base's door and communications systems before you can hack the spawn and power systems, followed by the main control. If the base is at the corner of three hexes, then maybe controlling each hex is akin to controlling said system. During a normal assault, taking control of those hexes is mundane, but if its a ghost hack, to take the base you gotta flip not one but three or four hexes before you even begin hacking the main control panel. That attracts attention and reaction, and combined with the long hack timer, gives ample chance for defenders to respond. Plus, all the defenders have to do to stop a ghost hack is resecure one of the hexes, like a comm link.

The only way such a backhack could be pulled off is if its a whole, well organized platoon, and by definition, that's no longer a ghost hack, but every bit a valid strategy.
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Old 2012-01-01, 11:06 PM   [Ignore Me] #34
Sifer2
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Re: Territory Capture Concern


It will be tested in beta an changed if necessary. The Lattice was implemented near the end of beta since it was obviously a problem.

One easy way to reduce the trolling as you put it would be in addition to capturing slower if you don't own adjacent territory it could also be much slower the less people you have with you. So the lone backhacker might take an hour to capture something by himself in enemy territory.
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Old 2012-01-02, 01:07 AM   [Ignore Me] #35
CutterJohn
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Re: Territory Capture Concern


Originally Posted by Sifer2 View Post
It will be tested in beta an changed if necessary. The Lattice was implemented near the end of beta since it was obviously a problem.

One easy way to reduce the trolling as you put it would be in addition to capturing slower if you don't own adjacent territory it could also be much slower the less people you have with you. So the lone backhacker might take an hour to capture something by himself in enemy territory.
I think its safe to say that there are a variety of methods they use to make ghost hacking generally unworkable without having to resort to the grossly inflexible lattice system.

Last edited by CutterJohn; 2012-01-02 at 01:16 AM.
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Old 2012-01-02, 06:27 AM   [Ignore Me] #36
ringring
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Re: Territory Capture Concern


Personally I am not against back-hacking, even trolling TOD's. I would be concerned if it was so prevelant that the whole continental or even inter-continental battle become so randomly spread out that there was no structure and hence the game only had an FPS portion and lost the RTS metagame.
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