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2012-03-09, 04:23 PM | [Ignore Me] #61 | ||
make a bonus system!
group the bases in linked clusters of maybe 5-10 bases/structures when 1 faction controlls all structures of a cluster it gains some advantage, like a small selfheal bonus or more shieldpoints or faster ressource gaining. the faction will keep this bonus until every structure of the cluster is taken by another faction. so as long as one structure stays under control, the bonus stays. this way it´s easier to keep something you gained for your empire and feels a little more rewarding than just a normal basecapture that could be backhacked and lost any minute.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-03-09, 04:47 PM | [Ignore Me] #62 | ||
Contributor PlanetSide 2
Game Designer |
I believe resources are the intended "bonus" for capturing a territory, as well as incentives to hold it.
When things like implants and grenades cost resources, holding certain territories will be important to maintain certain tactics and playstyles. |
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2012-03-09, 05:08 PM | [Ignore Me] #64 | |||
Corporal
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With PS2 having a resource system, defending a continent or even one territory could mean you could buy a weapon/vehicle/armor/sidegrade a week or more sooner by defending. That's a hell of a lot more incentive to defend than PS1 had. Also depending on the population, PS2 will have many large and small scale fights going on simultaneously on multiple continents. Most of PS1, after about 2-3 years was low population meaning enough for one fight. People wouldnt defend after taking a continent because they got no support from others so it wasnt worth it. At this point there's no way to tell whether it will be the same or completely different. Odds are it will be different because there's going to be more benefit to holding territories. |
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2012-03-09, 05:13 PM | [Ignore Me] #65 | |||
General
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People don't do it so much today because half of them don't speak the same language but people used to jump on home cont defense like it was the only thing that mattered. |
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2012-03-09, 05:58 PM | [Ignore Me] #66 | |||
Corporal
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2012-03-09, 06:34 PM | [Ignore Me] #67 | ||
Sergeant
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Hi RadarX,
not my idea, but the structure seems reasonable which alot of it comes from veteran players, planetside idealab and here: PS2 current direction is the right one, its solution would be the add layers upon taking territory and Resources Resources sounds to be the key for opening locks for all 3 catalysts, Soldiers, Outfits and Empire. for resources: :soldiers: could make themselves unique and stand out to a degree in both cosemetics and profession(class) for friends to respect and enemies to fear. :outfits: could spend resources to not only buff current buildings, but build their own structures on barren territory, either as a place homage or military advantage of the enemy, outfits can further progress depending on their own exclusive qualification, ground outfits build forts/outposts, air outfits build mobile aircraft carriers, support outfits build mobile train convoys that connect to current already taken bases. :empires: can eventually leave the current planet, to make conquest on space and ultimately other planet(s) via air outfits mobile carriers, stake claim on planets with the help of ground and support outfits to build infrastructures and urban industrial factories to produce more resources to build more for their respect outfits in their respect empire, supplies can be transported to other areas to further the empires war machine. such layers , if deep enough can add various elements of persistance that can last days on end instead of a hour or two per base. grabbing territory along with the reprucussions would matter more. pushing the enemy out of their lands will add further value for revenge and retribution. gureilla tactics of bringing down the bigger empire, to stretch them then, and ultimately take their territories can potentially bring rise to new, persistent scale wars that would extend beyond individual nostalgia all the way to player written lore. such scale is what makes Eve a talked about product, When Mu fell, it was gossip across various forums, when BoB and Goonswarm fell, it literally became a news article on a gaming site, forums raged with celebration, controversy and intrigue; the intrigue being what happens next. The what happens next carries so much weight in a persistent world when layers of expansion are implemented. from what ive seen with PS2, and the feel of how it is being put together, AND Smedly's friggin interviews/tweets about making the game super massive, thats what i see with PS2. Thanks. |
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2012-03-09, 06:36 PM | [Ignore Me] #68 | |||
Sergeant
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ya, that pissed so many people off, but it made a point that dadga was badger country for the vanu for many months. |
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2012-03-09, 08:45 PM | [Ignore Me] #71 | ||
Private
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I don't think an endgame is the answer. I do like where Valcron was going when he said the base gets stronger the longer you have it....maybe it also gains more of a bounty for defending it and attacking it as well, i.e. NC has had this base for 4 days, it'll get you 20,000 XP for taking it at that point. A base you've held for 4 hours may only net you 2,000 points.
In the original game they mentioned the potential for sanctuary strikes. I always thought that was a feasible endgame type scenario. If you capture all three home continents, you get to go do your business in their place. I think that was something certainly towards working on as an empire, a rarity if you will. It was also something you certainly didn't want happening to your empire. Because there are no sanctuaries in PS2, I don't know how that would look now. I'm not a fan of not having sanctuaries, but I guess that's off the table at this point. Outfit ownership of a base is a potential idea that I keep hearing tossed around and that could be part of keeping things different. What about base upgrades that individuals (engineers) or outfits can use resources to do. I don't know what you'd upgrade, but maybe it could take some time to do it and make the base different every time. Maybe that is being able to lock or wall-off a few doors around the base to make entry points different, specing out turrets with different features, placing turrets in different areas....Hell maybe you can just dig out a moat and make a drawbridge.
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®aven; NC - Emerald Former leader of -PAW- Current member of Liberty First CR5 in Planetside |
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2012-03-09, 11:19 PM | [Ignore Me] #72 | |||
Private
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2012-03-09, 11:33 PM | [Ignore Me] #74 | |||
Sergeant Major
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No unmanned turrets are coming back thank god, and your ideas are cool but you wont ever see it. It just would not work and hardly anyone would ever do it even if they put it in correctly. |
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2012-03-10, 12:09 AM | [Ignore Me] #75 | ||
Colonel
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I agree that holding a continent or base for extended periods should confer some benefits and protections. Not a lot, but some.
After 1 day, you get 5% more resources and it takes 10% longer to hack. After 5 days, you get 10% more resources and it takes 20% longer to hack. After 30 days, you get 15% more resources and it takes 30% longer to hack. Stuff like that. Empires would unofficially 'claim' continents and ferociously protect them to protect the benefits, and a major goal of the other two empires would be taking that continent away from them(you'd need at least 6 continents for this though). Taking another empires continent would be a major win for the empire that took it. |
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