Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Using 'Nazi' as a verb since 2002.
Forums | Chat | News | Contact Us | Register | PSU Social |
|
2013-07-20, 03:20 AM | [Ignore Me] #3 | ||
Lieutenant Colonel
|
Looks like a great change, few questions:
1. Once a base is out of power and the troops run out of resources, they simply can't pull resource requiring kit, but they can still spawn there? Would be interesting what happens if the spawns shut down. 2. By removing the inventory I presume you mean the stock of 40 C4, grenades, Mines, etc that we all have? Good change if so as I waste a good amount of time and certs getting things I don't even use simply so I don't 'waste' infantry resources! As you say that insulates us from being cut off for potentially hours of game play. 3. I presume it will be ground vehicles only that can transport resources, rather than aircraft? And just like the good old ANT I presume it will take time to deploy and refill a base, rather than it being instant? 4. Resource nodes - are these just randomly around the landscape or specific points between each base on the lattice? Are they capturable if so? Will there be any kind of defences around them? 5. AMP Stations stink of being a resource pipeline in their very design, will they play a unique part in the new system? Could act as an alternative hub for resources if you have no connection to the warp gate, making them important strategic targets like the tech plant is currently. That's it for now! Thanks for all the hard work Malorn. |
||
|
2013-07-20, 03:57 AM | [Ignore Me] #4 | |||
Contributor PlanetSide 2
Game Designer |
2. Yes, inventory refers to the stockpile of infantry consumables which completely insulates players from shortages. The goal is that resources are generally constant and predictable, but they are subject to local acute shortages that are impactful. Inventory hurts that and is also tedious and unnecessary. Removal of it opens more skill of resource management for veterans while making it easier for new players to explore the game and be more spendy (they start with only grenades and vehicles to spend resources on, so they can afford to try out vehicles more...lot better than current 20 minute cooldowns). 3. Mechanic is very ant-like: Deploy, charge up, transport, deploy to dispense. And yes, ground vehicles. Air vehicles would circumvent the geography and detract from the desired gameplay. 4. The resource nodes will be placed, not random. Think of them like charging stations. Drive up, deploy, charge up, leave. Some will charge faster than others as part of a risk/reward tradefoff. They'll be placed in remote parts of the continents to get more interesting gameplay in the more unused areas and make geography more of a factor. The number and placement is TBD, but that's the goal. Oh and every warpgate would have one nearby so you always have a power source even if backed up. 5. I had envisioned AMP stations having a power-related role but that moved to the Warpgate. AMP stations have another important benefit planned. |
|||
|
2013-07-20, 07:47 AM | [Ignore Me] #5 | |||
Major
|
this is just amazing, i am very hyped. KEEP UP THE GOOD WORK! |
|||
|
2013-07-20, 05:00 AM | [Ignore Me] #6 | ||
Private
|
Whats with Tank/Vehicle Zergs then? Even now they still appear alot and just yesterday a tank zerg with around 20 tanks captured everything which came in their way. It's near impossible to stop a tank zerg, and with this it probably gets even worse...
|
||
|
2013-07-20, 06:17 AM | [Ignore Me] #8 | |||
Master Sergeant
|
Love the solution of players only draining a base through their lack of resources slowly instead of large amounts due to vehicle purchases. I'm still unsure of what repercussions this could have though, but players can't see each others resources so there shouldn't be any trouble (ie "get out your draining the base") I like the idea of resource mineral veins in interesting but more sparsely used terrain to spread out conflicts and give squads missions to secure them. The Ant could be a powerful hill climber and all terrain vehicle (unlike the sunderer) to give it an advantage at getting to these areas and avoiding tanks. I have a few questions though:
Good Job Malorn and SOE Devs |
|||
|
2013-07-22, 08:00 AM | [Ignore Me] #10 | |||
Contributor Major
|
I love the proposed changes, the game has desperately needed resources to be revamped and to drive the game since release. I've been attempting to hammer that home in so many of my posts, it seems like you've been working on it so much thanks to you! Give the ANT a 10s-deploy, 150m EMP field. Disables any enemy vehicles entering an area. A defenders dream :O |
|||
|
2013-07-20, 02:29 AM | [Ignore Me] #12 | ||
Both beautiful, beautiful things!
My first thought with regard to resources: offense. Will extended offensive ops eventually cause the depletion of nanites with no power to regenerate personal allowances? e.g. if you're running off a sundy only? Grenades, C4 and MAXs will zap that quickly and 10 mins with no top up will give defenders quite the boost. Portable power crystals maybe? I'm also wondering if now is the time to make MAX units hard facility only not Sunderers?
__________________
|
|||
|
2013-07-20, 02:35 AM | [Ignore Me] #13 | |||
First Sergeant
|
also it could be exploitable if an outfit were to make 48 cross faction alts and just go sit in the forward base with empty resource, recharging to lower the collective power. reducing resource flow in this way could be more effective than an equal number of attacking opposition characters. whatever you end up doing, with changes this broad, you really, really, need to think hard about the dirty ways people will play. i know you guys like to think you're super smart about your design choices, but people are very devious and will exploit anything you leave vulnerable. |
|||
|
2013-07-20, 03:10 AM | [Ignore Me] #14 | ||
Major
|
What happens when 2 factions pile into the same warpgate on Hossin via 2 different warpgates on some other continent? For example, what if VS own one warpgate on Indar and NC own the other, and both faction pile though into the same warpgate on Hossin?
Will there be two separate, shielded staging areas with a control point between them? Will the continent warping trip be one way if your faction does not control the gate on the other side? |
||
|
2013-07-20, 06:06 PM | [Ignore Me] #15 | |||
First Sergeant
|
|
|||
|
|
Bookmarks |
|
|