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PSU: PlanetSide Koolaid: Resistance is futile
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View Poll Results: Outfit Airships or Outfit Ground Bases? | |||
I prefer the Airships | 121 | 73.33% | |
I prefer the Ground Bases | 44 | 26.67% | |
Voters: 165. You may not vote on this poll |
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2012-04-17, 02:57 PM | [Ignore Me] #106 | |||
Colonel
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Although, where would you be able to deploy them at? It would still allow spawning, after all. So if you deploy it somewhere and that hex gets taken by the enemy, it's going to be an invincible spawn point? Unless there's enough room in footholds or other noncombat areas to deploy all the outfit guildhalls. Either that or it has to be a separate instance like EQ guild halls. |
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2012-04-17, 03:05 PM | [Ignore Me] #107 | |||
General
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So if you were to deploy it somewhere and a condition for it to withdraw occured, it would be unable to redeploy for some time. Be absent from the world but still function as an instanced guild hall outside of the conventional game world. I might have meant to use instanced instead of zoned. I'll edit that. |
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2012-04-17, 06:31 PM | [Ignore Me] #108 | |||
Master Sergeant
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The idea of some kind of super-vehicle/weapon is inherity flawed for multiplayer balance. Its eaither too weak, or too powerful. And then it is eaither extreamly spammable after someone figures out a trick, or they're hard-limited so that every time one goes down, someone else has another ready and sets it loose. I'd prefer to see Ground Bases myself, but at some point every important outfit is going to have a base, and where will the space be on the world map for all those different outfit bases? The idea of Planetside and Planetside 2 is that it is persistant and non-instanced. I don't see how Outfit Bases would be possible without instancing them in somewhere. |
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2012-04-17, 06:40 PM | [Ignore Me] #109 | |||
Colonel
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It might take a squad of fighters, but these things are not superweapons, they can be destroyed. And if they end up NOT destroyed because they run around with a squad of fighters running escort, then SOE has truly scored a victory. Also, the persistence thing is used to shoot down too many things. If something makes sense to do then we need to stop having tunnel vision saying that we can't do it because it conflicts with persistence. The persistence that matters is that when you capture a base, it stays yours until the enemy takes it back. Other things have to be considered on a case by case basis and if there are going to be guild halls for lounging, then they may as well be instanced. |
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2012-04-17, 07:18 PM | [Ignore Me] #112 | |||
Master Sergeant
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2012-04-17, 07:22 PM | [Ignore Me] #113 | |||
Colonel
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2012-04-17, 08:46 PM | [Ignore Me] #114 | ||
General
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I don't expect outfit's to have a Super Weapon of some kind. As we discussed on AGN these could have some weapons maybe. But would likely be used more for more passive benefits of having it in the area.
Anything that makes itself too vulnerable to fire is going to die easily. If an Outfit Warship were to make it in to the game and ended up flying directly over an enemy base blasting everything away, I'd be disappointed. As pointed out, it would just be destroyed. It's important to stay aware (in this discussion) that this topic is purely conceptual. Anything said is flexible as we are just bouncing ideas around. |
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2012-04-17, 11:43 PM | [Ignore Me] #116 | |||
Sergeant
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What about if there were only one or two Airships allowed per continent, per week, per faction that Outfits could bid on rights to use? That being said, Airships should never be unstoppable. I like the "back for repairs" idea that Greywolves had, too. This would very much justify making Airships much weaker than BF 2142 Titans and EVE Mothership and Titans and whatnot while keeping the great Planetside theme of never-ending war. I am strongly disinclined to promote incentives to split up groups and gain power in the process. Assume all players input equal effort- a group of 100 players should gain no benefit from becoming two coordinated groups of 50 players. That's very counter-intuitive! Organization should be rewarded with increasing returns to offset the challenge of organizing and leading. Using that logic, I'd prefer a group of 100 players to have a much better ground/air base than two groups of 50 players can do. Acquiring airships (or hell, even ground bases) should always be a strategic decision of risk/reward. This is a developer issue, not one we can rightly address. Similarly, if enemies focus fire airships... good! They're thinking strategically. If the owners lose it, either the Devs need to rebalance it or the players should have been more careful with their assets. It doesn't have to be overpowered at all! This isn't an issue we can address right now because it doesn't actually exist, of course. No sense quarreling over balance concerns until there's something to compare! |
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