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2013-03-11, 04:45 PM | [Ignore Me] #61 | |||
Corporal
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2013-03-11, 04:57 PM | [Ignore Me] #64 | |||
At this point though it would obviously just thin out player numbers in servers. In a perfect world though I think that would be the best solution.
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2013-03-11, 05:25 PM | [Ignore Me] #65 | ||
Lieutenant General
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Btw, I believe they tried the "spawning tickets" with NTU silos refill on bases (not AMSes I think?) in PS1 beta. Weapon swaps and vehicle spawns also took energy.
It wasn't liked as bases turned neutral quite quickly. Say a base has 300 respawns. I'm not sure how many kills there are in any given base fight, but I'm under the impression it's quite a number per second. Certainly with these one hit kill weapons. Say we have 4 deaths per second for all the defenders at a base. Then in 75 seconds, the spawn tickets are up. >.> So if we then assume a fight has to last 15 minutes... That's 1125 seconds, a base would require already 4500 tickets to not run out prior to the base being taken. After the base has been taken, it would be incredibly low on tickets so it'd be almost useless for the party who just took it, making them extremely vulnerable to attack. And how often would people have to make ANT trips? On an outpost basis, say there's a 20 defenders at an outpost. A fight lasts three minutes before it's taken as is. Do we really need to add tickets and make it easier there? :/ How low would the ticket amount have to be to even make an impact? Similar questions can be asked for the AMSes. Currently my AMS is often unthreatened for many, many minutes, depending on the fight and the proximity to it. Should it be punished for being placed and defended well? Wouldn't it be given so many tickets to sustain a bit bigger fight, to not even impact a small fight? Is it worthwhile to impose arbitrary limits on the amount of people spawning there over time? :/ Wouldn't it cause a lot of frustration to constantly have your spawnpoint drain and having to make back and forth trips of minutes at end? Gonefshn complains about respawn times being increased not being interesting to players who want action action action. So how would this be felt by those players? Having to run back and forth constantly with freshly resupplied AMSes? Wouldn't they feel they're spending too much time on that? Wouldn't this also hamper the already weak position of defensive AMSes and wouldn't this weaken field positions? >.> And would this at all make an impact if you can't even fight the people respawning, since there's tanks between you and the objectives and Libs camping the heck out of the CC? I dunno, I don't have a good feeling about the respawn tickets. Too many buts and ifs. |
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2013-03-11, 09:58 PM | [Ignore Me] #66 | |||
First Sergeant
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How about respawn-timers dependent on facility adjacency and influence? Cutting off links from a region could be used to strongly weaken an overwhelming force and break stalemates strategically. Thinking specifically about situations like the crown where the fight goes on forever even though most adjacent hexes have been taken. On the other hand it could be too much catering to zergzerg and ghostcap gameplay, it would need a closer look, as always, at capture mechanics first. Also facilities are already really hard to hold as it is so i don't know if we need to make it have diminishing returns as well... :/ EDIT: clarification, when I'm talking about respawn timers being dependent on links, I mean this -region wide- i.e. the attackers underly the same limitations and their AMSes spawn slower. Last edited by Mietz; 2013-03-11 at 10:00 PM. |
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2013-03-12, 12:26 AM | [Ignore Me] #67 | ||
Major
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Respawn timer doesn't do anything to create an attrition mechanic, it just annoys people. The whole point is that if you kill a crapload of attackers or defenders they eventually start feeling it, even if you aren't spawncamping them.
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2013-03-12, 01:01 AM | [Ignore Me] #68 | ||
Sergeant Major
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Not sure I dig the title.... cuz I'm not sure PS2 is any more shallow than every single other FPS/MMOFPS that has ever existed...
BUT - I agree... infinite respawning infantry, largely brought about by the infinite ease and availability of sunderers, definitely dumbs down attack/defense combat. And yes... the suicide mine bombers are another dumb mechanic. |
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2013-03-12, 03:08 AM | [Ignore Me] #70 | |||
Captain
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That goes from team-deathmatch map design over capturing mechanics all the way to a more deep and immersive gameplay and gameworld. |
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2013-03-12, 04:37 AM | [Ignore Me] #71 | |||
First Sergeant
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Last edited by bullet; 2013-03-12 at 04:39 AM. |
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2013-03-12, 04:43 AM | [Ignore Me] #72 | ||
Corporal
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I agree with OP too. what I would like to see is
1. prolong spawntime alot when you are within enemy hex. this would make more players spawn in nearby friendly bases or sundies in a friendly hex to bring the battle outside. 2. add a new spawn generator that when destroyed would prolong the spawntime for the enemies in that base. 3. is the enemy base doesnt have a direct connection to the warpgate disable instant action on that base. this should also cut off resources gain from players so they eventually would run out of resources. |
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2013-03-12, 07:32 AM | [Ignore Me] #74 | |||
First Sergeant
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Tickets and longer respawns both do the same thing, prevent people from spawning numerously, this is in its own way an attrition mechanic. I don't think waiting 2x as long would make me annoyed if the quality of firefights and emotional rewards go up. Its all a question of balance in the design. Right now we have quick respawns and fragfest behavior, generally combat is "meh" due to lemming rush behavior. If you make encounters and firefights more enjoyable, higher quality, longer respawns -will- be tolerated. Its a tested mechanic in other games. You either provide frequent easy encounters that provide little emotional reward, or you have less frequent encounters that provide challenge. "Down-time" is like white space in graphics design, you can't be afraid of it else you create noise. |
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2013-03-12, 10:29 AM | [Ignore Me] #75 | ||
Major
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Really? I've run with several groups that managed to completely break the back of an enemy tank or air zerg to the point where their numbers went down from 20+ to maybe 3 or 4 at any given point in time. Despite what vehicle haters always claim, the timers and resources do eventually stop people from pulling more vehicles. Pretty quickly even.
This isn't even about denying an enemy the ability to spawn more infantry in general, just denying them the ability to spawn more infantry in a place where they are taking losses at a rate that shouldn't be sustainable. Downtime isn't the aim, allowing people to adopt a wide variety of strategies that don't just involve sitting on a certain point is the aim. A small group of defenders in a base that is skulking around and assassinating people should have the ability to eventually break the attack if they rarely die. Instead the game always just hands the victory to whoever controls more territory, which is ALWAYS going to be the larger force. All the thousands of creative things you can do to kill enemies never play into who wins or loses. Last edited by Rothnang; 2013-03-12 at 10:39 AM. |
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