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2012-12-21, 10:40 AM | [Ignore Me] #166 | |||
Colonel
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2012-12-21, 10:50 AM | [Ignore Me] #167 | ||
Private
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The singular killer app for PS2 is its massive scale combat. It is the feature that SOE correctly promotes as something no other game can do. Massive battles require massive armies. Massive armies produce massive outfits. Nobody should imagine SOE will walk away from their best 'feature' and that means the big outfits are here to stay.
Getting back to the OP's original question, with a twist -- How can a small outfit have fun in a game that is essentially designed for the massive? Small outfits by nature are more highly coordinated, can be highly specialized, and have the ability to react much more rapidly compared to a large outfit. SOE can tweak game systems that allow small units to leverage these attributes. - Faster, but lower seat capacity air/land transports. - Difficult to access small bases and/or undesirable to visit from a large outfit perspective (ie. away from the front lines) - Sub-meta-game. Give the small units something to fight for (& over). Here's an off-the-cuff scenario: Remote single hex bases periodically randomly flip control to neutral and spawn a special resource. This resource is granted to only one squad from the faction that wins control based on total squad contribution. Slow control ticks. No spawn rooms. Get in fast, fight like it matters (bring a medic or 2!), dominate other fast small teams, win a resource that lets you do something cool. That's only one scenario. The key is finding ways to cater to a small team's natural strengths. A few other unrelated things that SOE could do to help small outfits - Create an alliance system - Enable custom voice channels (to support cross-alliance comms) Last edited by WreckedM; 2012-12-21 at 10:56 AM. |
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2012-12-21, 10:55 AM | [Ignore Me] #169 | |||
Sergeant Major
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Winning in this game is throwing more men at the objective than the other team. I'm not saying 12 people should normally be able to beat a platoon, but with skill and organization, they should atleast pose a challenge to 1/2 a platoon. Add in actually defensible bases, which should require at the minimum insanely good tactics, or a 2 to 1 advantage to capture. |
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2012-12-21, 11:01 AM | [Ignore Me] #170 | |||
Contributor General
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Bio Labs demonstrate the type of thing that every major base should. It's hard to take and once overrun hard to resecure but with persistance and tactics both can be done. |
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2012-12-21, 11:04 AM | [Ignore Me] #171 | ||
Colonel
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I watch Sujieun and the outfit he is with on twitch tv every night. They usually run 2 squads and they are extremely effective. What they have working for them is great leadership, a willingness to do anything to help the fight, and a great relationship with other people in their empire. This tactical and social flexibility allows this Band of Bros to have a much larger footprint on the battlefield than what their numbers and "conventional wisdom" would seem to dictate.
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2012-12-21, 11:04 AM | [Ignore Me] #172 | ||
Lieutenant Colonel
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Outposts should have been the game area for smaller outfits. But because they are near imposable to defend, due to design. Small outfits have little to do. This also includes lack of any real sort of support game play. Entire small outfits in PS1 could be dedicated support roles on a infantry and vehicle game play level, that's mostly non-existent in PS2.
The extremely fast pace of base captures ( And I mean this on a global, meta game flow, level ), and lack of an instant re-secure system, and the requirement of mass on point also removes small strike teams for having viable play avenues, you can no longer insert a small team to recap a base. Every re-secure attempt needs to hold a point as long as, or even longer than the attacking force, they will never have the numbers to do so. The very best a small outfit and squad can hope to accomplish is dropping in and taking down a generator. Its about the only objective a small group can pull off that has any meaning. That is, if you can get there before XXX outfit/zerg steamrolls the thing. We can't back hack, or disrupt logistics any more. Also, im just going to leave this here. This is what we all thought the next EVOLUTION of Planetside would be. Instead, we got Battlefield "Playing alone, together". http://www.planetside-idealab.com/id...bilities.shtml All of this was foretold many times over by vets. Last edited by MrBloodworth; 2012-12-21 at 11:28 AM. |
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2012-12-21, 11:17 AM | [Ignore Me] #174 | |||
Corporal
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The problem is when a small outfit does everything right, for example kills the enemy attacking their position at a 5:1 ratio but because of game mechanics still lose a skirmish on paper they should have won. Now I know this ain't gonna change much but its good to discuss. |
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2012-12-21, 11:26 AM | [Ignore Me] #176 | ||
Lieutenant Colonel
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It was one dam sentence, and it said "Blame the players". Ignoring reality. I'm not entirely sure a member of the Devil dogs can understand the issues surrounding the small outfits. If you can, you sure are not even trying.
Last edited by MrBloodworth; 2012-12-21 at 11:27 AM. |
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2012-12-21, 11:29 AM | [Ignore Me] #177 | ||
Corporal
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I seem to remember a rather large NC zergfit that started on Markov, spamming all day every day recruiting messages to sanc. And proudly boasting the largest number of members than any other outfit in PS.
This outfit was HUGE, but the big drawback for them was mass inviting a lot of players who were just plain bad. The main tactic employed was to pick a target and swarm it, throw numbers at it and hope for the best. Because of this, the outfit, while large, was still only as effective as the zerg. Their one and only tactic of throwing numbers at a base just didn't work against more organised, proficient and effective outfits. Better players were just outsmarting and outgunning them at every turn. They just couldn't compete with the speed other outfits were moving. Once the servers merged to become one, I witnessed less and less of these members on. It was a rare sight to see this tag during the final years of PS. I guess they all moved on? had enough of being farmed by better players (and fewer of them) and decided enough was enough. Fast forward to now, PS2 released and the most effective tactic in the game right now? Numbers. Numbers = winning. This outfit emerges from the shadows, boasting huge numbers once more and basking in the glory of winning fights because focusing their zerg-like numbers to one target works. Knowing this I can understand why members of this outfit will want the game to stay as it is currently. Their tactics are surprisingly working for them, and they are no longer the laughing stock of the empire. It still makes the game stale and boring for anyone willing to employ clever tactics, but that's okay - as long as this outfit can have their fun in the sun throwing baddies into the meat grinder then everything is fine. |
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2012-12-21, 11:40 AM | [Ignore Me] #179 | |||||
Major
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What I would do is put a "basement" on the Dome accessible from the current Teleporter shacks (Possibly have this a purposefully dark area where flashlights and night-vision scopes would be useful?), then hollow out the legs so they can be used as covered staircases up to the basement.
A large number of Outposts on Indar allow attackers to drive right up to the point in a Lightning, while defenders spawn in a shack on the other side of the base... I'd like to see base (More importantly, SPAWN POINT) defensibility improved before they start touching timers again. |
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2012-12-21, 11:40 AM | [Ignore Me] #180 | |||
First Sergeant
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