Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: NO MORE STALKING eMa! Pass me the binoculars.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2013-07-10, 04:16 PM | [Ignore Me] #1 | ||||||
PSU Admin
|
Malorn dropped some Knowledge over on Reddit regarding the spawn system.
http://www.reddit.com/r/Planetside/c...wn_these_were/
|
||||||
|
2013-07-10, 04:31 PM | [Ignore Me] #3 | ||
First Sergeant
|
It's a step in the right direction.
The biggest thing that needs to be considered though, is increasing the spawn timer for Sunderers. That way they don't have an equal or greater time to respawn to facilities, giving a bonus to defenders, but also just making sense, since facilities are rooted in the ground and connected to infrastructure, while Sunderers aren't. That, and drop pods need to have less maneuverability. As they are now, they are the rods from god, shooting down at targets and guided rather effectively by the trooper. You guide them a good ways off from the central spawn beacon. One of the best solutions I have heard, is that you can engage airbrakes with your drop pod, which will allow you to manuver further off (We'll say, to the distance you can travel now) but it'll take 3 times as long to reach the ground, which means you can actually shoot down drop pods; or, you just shoot to the ground faster than you do now... but you have no control over where you land. This way drop pods don't become a way to hop halfway across the battlefield, they are just what they say... pods you drop into battle with. That is a bigger issue than Where you respawn, but that is my opinion. The changes detailed are good. Last edited by GeoGnome; 2013-07-10 at 05:40 PM. |
||
|
2013-07-10, 04:39 PM | [Ignore Me] #4 | ||
Private
|
So next version we need the squad leaders to be more mobile (such as flying ESF) in order to quickly re-deploy squads to critical positions across the map.
Out of nowhere we appear and crush you. Then when you fall back to the next base anticipating us pushing in...it never comes. -- Hopefully the new changes will only delay us for 1 minute for each hop. |
||
|
2013-07-10, 05:12 PM | [Ignore Me] #6 | ||
Contributor PlanetSide 2
Game Designer |
Of course this isn't the only thing we're looking at. Battle flow both macro and micro is an important area for us to improve upon. Need to be careful with this sort of thing though due to the subtle but very significant impact it can have.
Mentioned this last week but we have some drop pod changes coming too. They won't be as steerable and defenders and for instant action attacker pods will come down in different parts of a facility. Defenders will come down in the interior and the attackers will come down around the outside for better flow. Squad deploy is a tricky one, but I'd like to have that function more like instant action and follow the above rules. |
||
|
2013-07-10, 05:21 PM | [Ignore Me] #7 | |||
Sergeant Major
|
|
|||
|
2013-07-10, 05:50 PM | [Ignore Me] #10 | |||
First Sergeant
|
That said, the above changes you mention, I had missed last week (Or if I hadn't I had forgotten about them). That said, they look really good, bar the question of: Will sunderer respawn speeds continue to match those of bases? Something else, is that while the sunderer respawn speeds are mitigated somewhat by no-deploy zones, this means sunderers further out in the open away from the base being less defensible. That in turn is somewhat covered by there being dome shield and cloak deploying sunderers. BUT, and this is a rather large but (Which yes, is wandering a bit off topic, but I think is applicable to sunderers in the future of PS2), will the changes to spawning in galaxies that was discussed by Higby, where you can respawn in your squads galaxy instead of there being deploying AMS galaxies, carry over to those other kinds of sundies. That is to say will the following become a reality: AMS Sunderer: Anyone can deploy there at any time; Cloak or shield sundy: only your squad can deploy there, but it has more protection. Or will those special kinds of sundy deploy protection things, occupy a defensive and not utility slot, so that an AMS can carry a special kind of protection with it in addition to it's AMS? Last edited by GeoGnome; 2013-07-10 at 05:52 PM. |
|||
|
2013-07-10, 07:06 PM | [Ignore Me] #12 | |||
Brigadier General
|
I just wonder how the problem you so eloquently describe can be fixed without completely scrapping the "Reinforcements Needed" spawn options? |
|||
|
2013-07-10, 08:01 PM | [Ignore Me] #13 | ||
Corporal
|
There's definitely a balance to be struck between satisfying an individual's need to be able to quickly find a good fight and requiring squad+ groups to use transport of some kind. In my view, eventually Reinforcements Needed needs to be removed to preserve continental force flow, and Squad Deploy changed, as Malorn suggested, to a convenient tool to regroup with your squad within the same hex instead of a way to move troops cross-continent en masse. I would ideally have IA as the only "get me to a fight now" tool, but realistically, I doubt that much freedom is going to be taken away from players, even if it would (and it would) drastically improve the battle flow and general experience of a continental fight.
I never liked the HART. Seemed to me like an easily abusable method of mass troop movement every 5 minutes; the only reason it wasn't completely broken was that it dropped you with no logistical link and no vehicles, but in PS2 I don't know that that would be a large enough downside for platoons. The idea, really, is just to make acquiring transport necessary in order to get to a specific place, and have some travel time when doing so. Last edited by Ghodere; 2013-07-10 at 08:08 PM. |
||
|
2013-07-10, 08:08 PM | [Ignore Me] #14 | ||
Major
|
Easy!
Long Range Spawns = Cost resources depending on the facility type! Keep spamming redeploy = run out of resources if you're jumping all over the place. Make them cost 100 (on medium distance) and 200 resource points on the farthest regions. This better balancing point now that resources are scarcer with the price increase of vehicles. Example: if I want to spawn in the furthermost Biolab across the map, it will cost 200 infantry resource points (because that's what biolab gives, infantry resources). |
||
|
2013-07-10, 08:14 PM | [Ignore Me] #15 | ||
Colonel
|
Hey boss, it looks to me like these spawn changes would help accentuate the role of transport in this game. I totally agree that right now its far too easy to almost instantly get to any part of the map. Good work Malorn and keep the good changes flowing.
|
||
|
|
Bookmarks |
|
|