Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Your rest stop on the porn superhighway.
Forums | Chat | News | Contact Us | Register | PSU Social |
2013-03-05, 02:21 AM | [Ignore Me] #211 | |||
Captain
|
I may add taking a long good look at "Savage" (a fps/rts hybrid and one of the most underrated fps games ever - right after planetside 1) could bring in some fresh and right ideas; Tbh i was (and still am to a degree) kinda bummed that PS2 didn't turn out to be more of a RTS/FPS mix - or MMO for that matter. I mean they got the shooter part right, but the whole rts part (and the mmo part) is so absolutely absent that you get the feeling some new age shooter kids saw planetside and decided "oh cool, i'm going to make something like that". Thank god they have PSU where to learn about the good stuff. /highhorse |
|||
|
2013-03-05, 06:17 AM | [Ignore Me] #212 | ||
Private
|
If RTS-influences can spice up the metagame then be sure to take the right cues from the right games:
* StarCraft; Good for PS2 => very different and balanced factions, every unit has its use Bad for PS2 => emphasis on competitive play, limited resources, handling interface deficiencies is being interpreted as "skill", barely any true simulation or projectile physics (it's still a 2D game in disguise), small and symmetrical maps * Total Annihilation/SupCom; Good for PS2 => very big map scale and strategic play with really big armies, all-out-war (land, sea and air), true 3D simulated unit models and weapon physics, crazy-ass experimental units which are hard to get/aren't overpowered, infinite resources Bad for PS2 => not a lot of difference between factions, too many clutter/filler units, symmetrical maps * Company of Heroes/Dawn of War 2; Good for PS2 => varied factions, gritty/visceral urban combat with blood, asymmetrical maps, brilliant Army Painter, wonderful Warhammer 40k-like designs! Bad for PS2 => small maps |
||
|
2013-03-05, 08:33 AM | [Ignore Me] #213 | ||
FPSMMO/RPS? I would also like to see a 10 year quest, provided this game last that long and I think it will.
Lets say that we find out from the ancient Vanu that the Arauxian sun will become unstable in 10 years time. This causes all 3 factions into a race against time. A race for full understanding of Vanu writing and Technology. The search will be not only to find out how to reopen the wormholes and find a way back to earth, but also a race for which faction will return back to Earth to reign in full glory. The TR feel they should return to Earth Victorious having finally united everyone and bringing all this technology home for the glory of the republic. The NC will bring freedom to Earth and this new technology will be the tool. They imagine the tens of billions of people on Earth all wanting or needing Vanu technology. This will undoubtedly give them the resources they will need to bring change to Earth. The VS see this as an opportunity to bring mankind into a next level of Superior Evolution. Imagine the Millions of scientist and engineers back on Earth working on all this new technology. What leaps and bounds will humanity make. We will become Godlike. So I imagine one discovery a month per faction. All pieces to a puzzle. You need all the pieces to crack the Vanu code. So we will not only be fighting for land and resources but also for knowledge. If the Vs make a discovery then the Tr can attack them and take this item away. The Vs can later counter attack and take it back. Since a new item will be discovered every month no one will have all the pieces until the last one is discovered years down the line. Who knows I may not be playing planetside then but I'd probably look in to see which faction was victorious |
|||
|
2013-03-05, 09:23 AM | [Ignore Me] #214 | ||||||||||||
First Lieutenant
|
And yes, stopping continuos backhacks is annoying. But IMO they should be discouraged by doing things like :
Such tools give players the ability to make faster and smarter choices, letting them better deploy troops for offenses, resecures, etc, but still leaving said choices ultimately up to the players.
Or almost as bad, trying to kick an enemy out of the Wele/Aja/Bomazi corridor on Cysoor due to the impenetrable Bomazi fortress and an insanely long LLU run being the only other link (Aja -> Chuku). I'm not saying that PS2's "lattice" implementation will be like that, but there does need to be a middle ground. I fear a "lattice" ps1-style or not, might be too restrictive.
Last edited by Erendil; 2013-03-05 at 05:23 PM. |
||||||||||||
|
2013-03-05, 10:05 AM | [Ignore Me] #216 | ||||||||||||
Lieutenant General
|
The example you give though is rather arbitrary. Just because there's a road doesn't mean there should be a link. With complete free roaming as we have now, as you state particularly in the north of Indar, players keep missing each other and no field battles form, nor can you fall back. That's the goal of this mission. Those roads can also allow for reinforcements, flank and support attacks and simply different vectors of attack. Just because it's there but has no link doesn't mean you won't make use of it.
And for rules, that includes the current lack of one-sided link-locking. Remember when you'd hack an enemy base to block them from hacking yours in PS1? Pre-emptive strikes on Andvari would block all access to Dagda and would get you the initiative on an enemy home continent. That sort of thing is missing here: taking control of the initiative and forcing a response. Currently nothing is forced, making it easy to avoid all responsibilities.
That's why I've continuously said, more restricted, but not too. Certainly not with three, four times the numbers per continent. However, 12x as many links per continent is way too unrestricted. IMO, the most you should have is around 10-13, total (defense + offense targets). More becomes too incomprehensible for too many players and allows too much ghosting.
Bridges are for nubs, after all. A little bit of creativity went a long way in PS1 and with Mightymouser (pretty much my style of PS1 play) you shouldn't ever have any problems with Bomazi or other interlinks. Just don't first push them back inside. Make a decisive strike before they're all huddled up inside. And if that's the case, nothing a good routerpad wouldn't fix.
They should have created continents with this in mind from the start. But Malorn was the first to work on it from what I gather. Makes sense, otherwise they had never started with the whack-a-mole gameplay in tech test. :/ |
||||||||||||
|
2013-03-05, 10:56 AM | [Ignore Me] #217 | ||
ReachCast Show
|
Without trying to sound like a jerk, I honestly do not have the time of day to read everything posted, so if these points were made or argued, I apologize, and I'll go look for them. There are some problems I see off the bat.
This screenshot is taken from the best and easiest part of the world to implement a new system. Battle basically flows through those canyons as it is, so I find it hard to see how it's much different. So how does this solution plan to take effect in the more open terrain such as northern Indar and Esamir? From my experience battle flows significantly better on Esamir and Amerish when it happens there. I think a big part of this is the terrain, combined with the number of bases. Esamir has more open terrain, but to to balance that out there are fewer bases. Amerish, while having more bases, has more natural choke points. Indar has open terrain in the northern areas, with massive amounts of small "meaningless" bases. This is where the problem comes. I honestly think the devs understand and have embraced this for future maps, as demonstrated by the Amerish design. What I hope though, is that rather than implementing a Lattice or Lattice-like system, SOE first tries to solve the problem with fixing maps. While Esamir and Amerish aren't perfect, they're significantly better than Indar in terms of combat flow. But all the action occurs on Indar, so very few players actually know this. Because the map design alone creates better flow, I believe an Indar revamp needs to go into effect before SOE implements a lattice system that players who don't even play on Esamir or Amerish are crying out for, when they don't understand how much map design effects the flow. The problem I have with Lattice based gameplay is it is not dynamic at all. Certain paths become will become more meaningful than other paths and what players will end up finding is that fights will be easier to find, not because the map pushes in a predictable way, but that they're always in the same locations, as you'll see massive forces making no significant progress against each other. In a very microcosmic sense, it'll be like Metro in BF3 for anyone who's experienced that. Everyone fights over the B point, and rarely does it push beyond that. Rather than one Crown, there will be 3 or 4. This is how PS1 was from what I remember and I think people are living in the world of nostalgia when they want a Lattice or Lattice-like system similar to PS1. Even now, if I want to join the fray and fight big battles, very little progress is made. The only time I really see new parts of the continents and have small battles elsewhere are when going off on side operations to smaller, less populated portions of the world. I think it's in their best interest to redo Indar before implementing a Lattice system. I don't think anyone would disagree that Indar could use some work, as it was SOE's first map and a learning experience. Not only would this make Indar more fun, but it could naturally push towards better flow of battle, and hopefully make players realize how unnecessary a Lattice system is. This could reduce the work SOE needs to do due to player demand. When utilizing world design the game allows for freedom and battle can still flow quite nicely. The Southeast portion of Indar is a good example of this. The canyons force players down various routes, but give them the ability to choose where to go. The difference here is that currently, a large force can split and take two bases, while all coming from one. Sure, this makes it harder to defend, but if you get swarmed by a zerg at one base, without at least coming close to matching the size of that force, defense isn't going to be much better at the next base in a lattice system. This is because numbers clearly win out in Planetside. This also doesn't solve the potential of a Galaxy dropping people onto an empty base. I cannot disagree that a Lattice system would solve this potential problem that would still exist after map redesign, especially on a continent with so many bases. The idea behind revamping game play via map redesign, lattice, or any other ideas out there, though, shouldn't be preventing ghost capping, but solving the flow of battle. All that being said, I do believe something should be done to help flow, but a Lattice system and trapping people in a Rush style of gameplay is not the answer, yet. I would like to see some map redesign done in problematic areas and maybe some smaller non-lattice changes go into effect before completely redoing how battle flows. Last edited by Noxxia; 2013-03-05 at 11:16 AM. |
||
|
2013-03-05, 12:46 PM | [Ignore Me] #218 | ||
Captain
|
Man, whenever someone tells me fps player are dull and just want to shoot stuff in their game i will point them to this thread.
And since i don't have anything more to add here at this time i will just say let's see how the changes will affect the game. I mean that's what a beta is for, right? RIGHT? :J |
||
|
2013-03-05, 01:29 PM | [Ignore Me] #219 | |||
Major
|
Things a cache might contain: -Resource extraction deployment patch. Infantry with the right certs can deploy a nanomagicwand that will create a destructible resource extractor. Each friendly extractor in the area contributes to the size of the resource tick coming to each empire from that area, as well as giving xp to the characters who deployed the extractors. There might be extractors from multiple empires in the same area at the same time. Each area has a maximum number of extractors that may be deployed at once. -For 60 seconds after the capture, the ability to spawn a supply truck that you can drive to a friendly base/outpost that will increase the resources given per tick from the base/outpost delivered to for the next hour. -One or more customizable Heavy Battle Tanks, common pool 3 seat tanks. Let bidding for them begin when the capture finishes, a 60 second window when the terminals are active and players can set a maximum they are willing to pay to get a tank. The actual price of a tank increases as more people announce they want tanks also. A large enough force would end up paying 750 for their basic heavy tanks (but everybody can still get a tank), while a smaller one could maybe save a few hundred resources on each basic frame and apply that savings toward getting their tanks equipped with better armor/engines/treds/brakes/2ndary weapon upgrades like AA or AV specific. Last edited by Fenrys; 2013-03-05 at 01:42 PM. |
|||
|
2013-03-05, 01:54 PM | [Ignore Me] #220 | ||
Lieutenant Colonel
|
We should be Hauling Resources back to the warp gate, in unarmed, escort required Vehicles, for dissemination.
Hows that for Strategic value to bases and logistics? Last edited by MrBloodworth; 2013-03-05 at 01:56 PM. |
||
|
2013-03-05, 03:50 PM | [Ignore Me] #222 | |||
Contributor Lieutenant Colonel
|
Grab a buddy with a loady and you can top off half a dozen bases in 5 min. The real fun from requiring ANTs and NTU is it's ability to stop day(s) long fights, or conversely, keep them going with last minute drop offs into a hot CY. |
|||
|
|
Bookmarks |
Tags |
mar05tweet |
|
|