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PSU: THE VANU ARE COMING THE VANU ARE COMING
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2013-01-27, 04:52 PM | [Ignore Me] #1 | ||
Second Lieutenant
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March - Continent Locking
In order to start laying the foundation for a proper metagame, we've been putting a lot of thought into continent locking. There are a lot of little snags and details still to work out, but the basic idea at the moment looks something like this: Add the ability to capture a Warpgate. This is accomplished by taking over all adjacent territory. You won't be able tor take over an Empire's final Warpgate. This restriction would go away if we ever pursue adding Sanctuaries. Once a single Empire controls all territory on a continent, the continent enters a "locked" state: All enemy units are removed from the continent and spawn in at an available Warpgate. The continent can not be entered/attacked by enemy units for a period of time. They are not simply saying no sanctuaries . We need to give them a reason to implement them . From my part i say we can expand the role of sanctuaries for ps1. First we want them as an army coordination location and a safe place after cont locks obviously. Then a VR location for the training of new troop "newbies" or new outfit member in the case of a spec ops outfit. Then secondly this is new : the 21th century is the information age and this will probably convince the devs like in any MMO we need a Social place inside the game world where faction members can hang around/discuss/RP. E-sports: Maybe sancs could have inside the VR facility some sort of training pits which would allow for small 1/2/3 squads challenges for training or competitive proposes . Command center : A physical room/building where high certed officiers/outfit leader can discuss battle plans over a map of auraxis which they can draw on/ping . The sanctuary idea can be pushed very far . And we can get the old ps1 sancs and more if we want it we just have to show it to the devs and give them ideas which make sense instead of crying over the game . We can change something please give more ideas of what Sanctuaries could bring Last edited by Phantomdestiny; 2013-01-27 at 04:56 PM. |
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2013-01-27, 05:23 PM | [Ignore Me] #2 | ||
Private
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While changing your mind in light of new information or perspectives is fine and all, the issue is that SOE has spent an alpha and beta, both with player feedback, saying "No sancs" throughout. Even if sanctuaries do show up later on, it's gonna be a very bumpy ride because SOE hadn't done so earlier.
However, it's kinda nice that they suggested the possibility of sancs showing up later. |
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2013-01-27, 05:38 PM | [Ignore Me] #3 | ||
Major General
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I think sancs are important for immersion... The footholds work just the same as a gathering mechanic imo though. Unless I'm not realizing something with how the continents have to be connected to each other that require sancs...
As for VR training area they could very well put a door that loads you into an instance (just like in PS1) in the warpgate area just as easily as they can in a sanc. |
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2013-01-27, 06:43 PM | [Ignore Me] #5 | ||
Major
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They probably are considering adding Sancts now that their data shows so many people sitting AFK in the warpgate taking up pop cap lol.
Sancts should really come back along with the mission system so we can get back to how it was early in the PS1 days. Where you logged into Sanc an were immediately able to step outside an join one of several squads loading up into Galaxies. It would also be cool since they could turn the footholds into bigger fortress like structures to create a big final battle to drive the faction off the continent. |
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2013-01-27, 08:33 PM | [Ignore Me] #7 | ||
Lieutenant Colonel
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are you suggesting they create conts for each empire to rally in that people might actually want to spend time in while forming up raids?
BLASPHEMY! THAT GOES AGAINST ANY SORT OF LOGICAL GAME DESIGN AND WOULD NOT DRAW THE BATTLEFIELD AND COD CROWD! (Do it, SOE)
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-27, 09:21 PM | [Ignore Me] #9 | ||
Lieutenant Colonel
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cite with a link or get her to come here and say it, or it didnt happen
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-27, 09:32 PM | [Ignore Me] #11 | |||
Contributor Major
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Everybody *here* wants sanctuaries. Most of the mass-market gamers -- I'm not being snotty; that's what they are, and they are the target audience -- over on the official forums don't even know what they are. But every time you explain what sancs are, and what a rotating warpgate is, and included screenshots from PS1 or similar visual aids, you get a very enthusiastic response. Same personality types are flocking to the same empires; same kinds of group behaviors are emerging.... There's a whole new generation of gamers out there hungering for the same kind of fix we got ten years ago. There *has* to be a recording of this. Please.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2013-01-27 at 09:39 PM. |
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2013-01-28, 05:44 AM | [Ignore Me] #14 | ||
First Lieutenant
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Personally, I want sanctuaries to be bad ass. Not the sancs from PS1, but something entirely new and unique to each empire. What would be cool is a sanc that could be partially invaded (like a capital city with urban fighting) until an empire is backed into their safe zone. Once this happens, "emergency stockpiles" kick in and suddenly that empire gets a massive resource buff (maybe a few other things) to push back and retake their home.
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2013-01-28, 06:17 AM | [Ignore Me] #15 | |||
Captain
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Would be awesome if they finally realized what potential and dimension sancs would add to this game and dismissed their inexplicable agenda against them. |
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