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2014-02-27, 03:42 PM | [Ignore Me] #16 | |||
Contributor Lieutenant Colonel
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Besides, given the choice between Indarside and Hossinside... I choose the continent that has the Interfarm. |
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2014-03-01, 09:37 PM | [Ignore Me] #17 | ||
Contributor Major
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Why the hell are rotating warpgates so difficult (along with much else we had a decade ago)...
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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! |
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2014-03-04, 02:41 AM | [Ignore Me] #20 | ||
Master Sergeant
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Hey guys! I see a problem! There aren't 10 continents like in Planetside 1.
Four continents is not going to work very well probably no matter what they or we think up. ^ Bingo ^ Even with Searhus, locking continents is silly still until there are more continents then that. |
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2014-03-04, 07:00 PM | [Ignore Me] #22 | ||
No, the number of continents is critical. The problem is SOE has it in their collective heads that every continent has to have activity on it all the time and it is simply not the case. But there still has to be enough to move the trenches and allow for continent locking. At minimum there should be six.
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2014-03-04, 08:20 PM | [Ignore Me] #23 | |||
Sergeant Major
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2014-03-04, 08:36 PM | [Ignore Me] #24 | |||
Contributor Lieutenant Colonel
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The way I figure it, only three conts will have active fighting on them at any given time. Any less and you run into problems shifting the population and creating enough of a ruckus when you start up the third cont assault to get anyone to show up. Any more and you end up with a few squads fighting each other on every cont. To respond to Typhaon, the number of continents is important because each new continent provides the possibility for another link between every continent. That's not to say that every WG will link to every WG, but it could. It's that potential for maneuver that stops Indar (or Cyssorside) from being the only continent that to fight over. Ideally, like I said above, you want One cont to be pop locked, one overflow cont that has enough people on it to make playing on that continent enjoyable and you need the third continent to allow for the outfits to maneuver on a strategic level. |
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2014-03-05, 07:03 AM | [Ignore Me] #25 | |||
First Sergeant
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4 conts will not make a workable latice system so there has to be more then that to make any intercontinental latice work. |
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2014-03-05, 05:20 PM | [Ignore Me] #26 | |||
Contributor Lieutenant Colonel
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I think a 4 cont lattice is viable. It wouldn't be pretty and you'd have, at minimum, the issues brought forth in this thread crop up but we would have a lattice and hopefully proper WG functionality. I still think that the solution, with a rotating/randomized WG would help alleviate any 'staleness' while we wait on Searhus. Creating a setup with 4 continents, however, would get people used to the idea of intercontinental lattice. My fear, if that does happen, is that people will get used to the 4 cont setup and be unable to take the next logical leap for when the global lattice is fully implemented. |
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2014-03-06, 04:01 AM | [Ignore Me] #27 | ||
Major
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They have to flesh out the Battle Islands first (they were supposed to be the continental connectors). They said there would be multiple BIs. I also proposed a different system: http://www.planetside-universe.com/s...ad.php?t=55871
But without seeing the other BIs, it's really hard to try to fit all the puzzle pieces in. If they say what kind of Battle Islands are they doing: - 2 link type. - 3 link type? - 4 link type or more? Basically, the question is what kind of modular design will they apply to the Battle Islands with regards to the intercontinental lattice as they add new continents? I do understand your point that players will gravitate towards their 'home' continent. The chief reason for this is population. In Waterson, players are going back to Indarside. There's not enough players for Amerish, especially with those major chokepoints all close to each other, the fight becomes either a population steamroll (other empires won't join) or ping-pong between Techplants or major 4-link chokepoint. Imo, they erred with the 2-concentric rings design lattice. They need to open it up some more links between the rings. That or they have to nerf the Bastion and Auraxis Firearms. |
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2014-03-10, 05:40 PM | [Ignore Me] #29 | ||
Contributor Major
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I still think sanctuaries with one fixed and one randomly rotating WG would help immensely.
__________________
No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
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