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2012-06-07, 08:34 PM | [Ignore Me] #46 | ||
Sergeant
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Yup, I heard a few time during the 3 streams that there will be more capture points and/or different mechanics. There are few structures around the main amp station that I hope will be use. There is also that little camp? (don't remember name they gave) just over the ridge that I remember from the sony office tour.
Meh, smaller or bigger, it doesn't really matter if the map itself isn't useful to it's full potential. I hope they realise that. |
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2012-06-07, 08:36 PM | [Ignore Me] #47 | |||
Contributor PlanetSide 2
Game Designer |
It's probably not a square but a radius from the central amp station, but a square is easier to measure and easier to draw in paint. The square is the approximation of the circle. Last edited by Malorn; 2012-06-07 at 08:38 PM. |
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2012-06-07, 08:47 PM | [Ignore Me] #48 | |||
Contributor Major
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It does also occur to me that my 339 hex count was counting the footholds, so it ought to be 312 contestible hexes, plus some of the foothold hexes being legitimate "play space" when/if adjacent hexes get captured, as the edge of the foothold becomes where the defenders sally forth from. I still contend that your triangle prediction is way off, because there's no way the TR and NC will let the VS have the northern corners of the map for free. |
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2012-06-07, 08:49 PM | [Ignore Me] #49 | ||
Captain
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By now, I don't have any complaint about the continent size. Should be fine with me =)
and it's highly possible that the various biome and landscapes within a continent will set PS2 apart from PS1 I'm sure about that. Furthermore, I guess future continents will be larger. They still haven't ruled out Cyssor and even said, eventually all PS1 conts will make a comeback in some form. (though, I just hope they start releasing some screenshots taken at Amerish and Esamir.) Last edited by cellinaire; 2012-06-07 at 08:50 PM. |
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2012-06-07, 09:03 PM | [Ignore Me] #52 | |||
First Sergeant
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Indar efficiently gives you maximum space to play on! (I know, i know, I want islands and bays too, indar only has 2 coastline features...peninsulas and big lakes would make for cool features. |
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2012-06-07, 09:16 PM | [Ignore Me] #54 | |||
Contributor PlanetSide 2
Game Designer |
So they will push out from their footholds, moving from major objective to major objective (the facilities), using roads and capturing outposts along the way. All three empires will do this and each empire will keep the others from over-reaching. The VS are in an incredibly advantageous position because the TR and NC will likely be colliding between the NC tech plant and the Indar Amp station we see so much. There's a giant pit to the north which will inhibit zerg movement, so the triangle is actually the facility to the west of the pit , to the Amp station, to the tech plant in the center. That will be where most battles occur and any deviation from that will largely be due to population imbalances. And here's why - if the NC were to push against the VS, they could fall back to one of the side bases, but now the NC are exposed to attack from the TR, which some amount of NC forces will go defend, which weakens the VS assault, sot he VS push back out. The reason the VS will get to keep a lot of their territory in the corners is because it is remote and any serious push by either the TR or the NC will leave them very exposed to the other. The NC and the TR have the advantage of being in compact locations and the same is true. If the VS take the Indar amp station, they'll have pushed the TR back to either that bio lab or the tech plant to the south, and the VS now have a huge amount of territory exposed to the NC with no real threats from the TR against the NC. Thus the battle will oscillate between those 3 central facilities. We'll see deviations when populations are noticeably uneven or there's strange behavior like two empires not fighting at all or only very little. Edit; organized play by outfits will leave outskirts/flank attacks on side territories possible, but that won't be where the main population is. |
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2012-06-07, 09:30 PM | [Ignore Me] #55 | |||
Contributor Major
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I'm using hexes as a unit of area measurement, not a unit of contesting territory. Though, I think I heard somebody say ~75 contestible regions, which sounds about right to me. Okay, I just pulled up that screenshot I took again, and counted resource markers this time. 73 regions, is what I got. In the shot I've got, the TR region-boundaries aren't all that clear and have to sort of be inferred by the hex grid and location of the resource marker. But a rough count shows: 9 7-hex facilities 14 6-hex facilities 11 5-hex facilities 10 4-hex facilities 18 3-hex facilities 5 2-hex facilities 6 1-hex facilities Now, there's some guessing there based on inferred hex location (from my hex-count -- the nice thing about the hexes is that if you're marking them off, you can line up ones where the hex borders aren't clear by the surroundings since hexes stack regularly) and where the resource marker was in a sea of inferred hexes. But it's probably pretty close. |
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2012-06-07, 09:45 PM | [Ignore Me] #57 | ||
Staff Sergeant
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Indar isn't appreciably larger than any large PS1 cont.
The TR 'area' is canyon terrain forcing short range fights and therefore suited for their vehicles, west is the NC area with a similar mechanic based on lots of tree/rock concentrations allow them to get close and deliver their upfront damage, the northern VS area is barren/featureless desert best suited for their long range. TB's 'What's it all about video' shows him flying between Zurvan and Rashnu in about 15 seconds (middle of base to middle of base). http://www.youtube.com/watch?v=ptGe-...tailpage#t=30s Infact he 'tours' most of the TR area on Indar in just under 1:30, not even flying in straight lines, rough flightplan below: He flies the blue part in roughly 15 seconds, with about 3 seconds of AB'ing, cruise speed appears to be around 230/240kph, AB'ing briefly touched 460kph after extended use but brief bursts wouldn't reach that velocity. Taking a rough 360kph average for the AB'd time gives around 300 metres travelled, with 784 metres travelled at cruise speed (235kph). A 'total' of 1084 metres if he was flying in a perfectly straight line and being generous with AB speeds. To compare, it took 35 seconds at a steady 119kph to fly from the edge of the SW BWG on Cyssor to the walls of Leza which was roughly 1150 metres: So no, the Conts aren't any 'bigger', the base footprints might be but there are also only 3 per side and the terrain is far 'busier' than Cyssor's open plains between bases with forested/mountain boundries. Last edited by Bobby Shaftoe; 2012-06-07 at 09:52 PM. |
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2012-06-07, 09:55 PM | [Ignore Me] #58 | |||
First Lieutenant
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You aren't comparing the size of Indar to the size of a single soldier. You are comparing the 2% mentioned to the rest of it. You won't give yourself an accurate comparison between maps using this method. Last edited by Blackwolf; 2012-06-07 at 10:11 PM. |
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2012-06-07, 10:13 PM | [Ignore Me] #59 | ||
Second Lieutenant
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Saw this is Malorn's Sig, thought he should see it.
People tend to hold overly favorable views of their abilities in many social and intellectual domains. ...this overestimation occurs, in part, because people who are unskilled in these domains suffer a dual burden: Not only do these people reach erroneous conclusions and make unfortunate choices, but their incompetence robs them of the metacognitive ability to realize it. Look at the maps of Cyssor and Forseral etc, they are 40% water. Indar is 10% water. It's really that simple. |
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2012-06-07, 10:32 PM | [Ignore Me] #60 | |||
Captain
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+ more emphasis on urban fight and interior implementation. And hell, why Skyrim and Just Cause2 are soooo small compared to Daggerfall? I'm disappoint Last edited by cellinaire; 2012-06-07 at 10:33 PM. |
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