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2013-06-11, 10:33 AM | [Ignore Me] #1 | ||
Private
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The following bundle of suggestions points towards basecapturing and open field engagements.
I will give reasons to the suggestions at the end of the post. Open field Engagement (2 suggestions) a.) To strengthen the role of ground and air vehicles i would like to see infantry movement outside a certain radius around a base decreased. It should present a challenge to get from one point to another without driving or being a passenger of any kind of vehicle. This should make clashes of mechanized forces and therefor open field engagements happening more often. Instant action and deploying should get a higher timer, lets say for example 3-5mins for deploying. b.) Add a new type of base, a mine, where ressources are gathered. Due to surface mining this would be an open field base environment, without many cover against air and vehicle attacks. Mines should represent the ressources gathered from an area, while outposts should represent the military influence and supply capabilities needed to take further steps into enemy territory. In the scenario of a mine i could also think of capture points for vehicles, representing superior strategic positions. Reason: To avoid a feeling of usefulness to dedicated pilots and drivers considering the following suggestions, there need to be a playground for these players too, albeit that it should be fun. Basecapturing (5 suggestions) a.) To strengthen fun and tactical gameplay get rid off the current base design of outposts and remove the capturepoints and the spawnrooms in their current shapes. b.) Replace them by the following mechanics: Surveillance Control Room/AI (base perimeter) Can be captured by any class, lattice connection not required The owning fraction will get surveillance of the base working as a permanent radar within the base structures. Time to hack 2-3 mins. Defense Grid Control Room/AI (base perimeter) Can be captured by any class, lattice connection not required The owning fraction will get control over the base defences(turrets,...) Once caputred base infrastructure can be attacked. Time to hack 3-5 mins. Shield Control Room/AI/Generator (base infrastructure) Can be captured by infiltrator or engineer class, no lattice connection required The owning fraction will get an buff on shield strength and regeneration inside the base structures as long as the point is hold. Bullets can pass through shields guarding base core areas. When hold by the attacking force defenders from outside the region the base is located can't deploy anymore. Once captured , attacking forces may enter base functionality areas. Time to hack 3-5 mins. Nanite Control Room/AI (base functionality) Can be captured by medic or engineer class, lattice connection required The owning fraction will gett an buff on health and regeneration inside the base structures as long as the point is hold. Enemy forces will slowly loose health outside a certain radius from an engineer or medic. When hold by the attacking force defenders from inside the base can't deploy/spawn anymore. Once captured, attacking forces may enter base core areas. Time to hack 3-5 mins. Warpgatelink Control Room/AI/Generator (base core) Once captured and the device is hacked, or the generator destroyed and rebuild, the base is captured. At least basefuntionality and base core areas should be inside a large building to prevent vehicles from disturbing the final stages of the battle. Times to hack definitly need to be changed, these are just examples. c.) Make some bases fraction style, for example vanu archives something alienlike. d.) At large bases there should be capture points for vehicles. Example: The brigde at the crown containing point b, once this strategic point is captured by an enemy, the owner of the crown can't attack the neighbouring region of that road/lane, if the neighbouring region is also owned by the same fraction as the crown, players from that region can'T deploy to the crown. i hope u understand what i'm willing to say here, the intention is important here, not the specific example. e.) To capture/hold a point should require some people/vehicles staying in a certain radius around the point, getting a time based xp-reward. Resons: To cut a long story short, spawncamping is a game killer. It's boring for both sides and a crappy way to waste time otherwise spend better in fighting for something. Ampstations, Biolabs and techplants are fun most of the time, but even there spawncamping is pointless.No fun for either side. Today i needed round about one hour to find a battle going on where i could actually take place and hope to make a difference, because the spawnroom wasn't camped already. Once you are locked down you have obviously lost the base, because i've never seen anyone making a successful sally. To take or defend a base should be an ongoing fight from beginning to the end for both sides and not sitting and waiting three or more minutes until the clock hits zero. The presented suggestion should ensure this and also allow small squad action in precapturing 60% of a base behind the front lines. Please don't turn this into a lattice love/hate-discussion, lattice is another topic, this is only about the fundamental gameplay on a tactical scope. I used lattice here for examples because that's what we've got right now and i think that's what will stay a while. Otherwise feel free to discuss. Greetz to all auraxians. |
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2013-06-12, 05:22 AM | [Ignore Me] #2 | ||
Sergeant Major
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Yeah the first idea is just Horrible. Getting around without a vehicle is tedious enaugh without some artificial "slowdown" field hampering me.
You seem to be a fan of these artificial buff/debuffs, but this isnt an RTS. You cant just go around giving people -20 to speed or +10 to shields based on a bunch of arbitrary factors and expect the game to be fun or balanced. Especialy the Natite Controll room. so the attackers will take continous damage unless there is a medic or engineer aroudn them at all time? Well that sounds like a REALY fun mechanic right there..... Also dont see why certain objectives can be captured by only a certain calsses. The classes you hose dotn even make sense half the time. How exactly is a MEDIC more qualified to hack Nanite control device than an Infiltrator or Heavy assault? I agre that some extra objectives around a base are a good idea but your implementation is just horrible. |
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2013-06-12, 08:02 AM | [Ignore Me] #3 | ||
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So take a vehicle or jump into one, thats what they are for in the game, getting fast around the places.
I never whitness any base attack without medics or engineers around me, but i get your point here. My point is to make base captures and defenses more rewarding and more fun, maybe my idea fails there, but the current system is boring as hell. Cap point a or b or c, lame, once we got them, what have we accomplished? Were have we hurt the defenders or the attackers inside the base by pushing them beyond that point? Nothing, just nothing. I feel bases should consist of objectives and once you capture an objective you get a reward for your side, when all objectives are taken the base is yours. No spawncamping, no senseless waiting for the timer to went zero, capture all objectives and own the base or prevent enemies of doing so. I think a mechanic like that will be more fun, it hasn't to be the idea posted here, but something which has a similar outcome. I am not a certfarmer, i wan't to achieve things ingame, i wanna fight and wanna have fun, sitting and waiting is not fun, that's the hole story. |
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