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2012-03-09, 10:58 AM | [Ignore Me] #16 | |||
Master Sergeant
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Planetside lacks persistence in the fact that 1- The bases will always provide you the same exact resources 2- You will be fighting over the same bases all of the time and get the same resources you did the previous time you took it. 3- Rinse, repeat, rinse, repeat While the BATTLES might be different, you're still doing the same thing all of the time. This is why I think having master bases that give you great rewards for holding it could definitely break up the sameness I noticed about the original game. This is what differentiates them. |
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2012-03-09, 11:00 AM | [Ignore Me] #17 | ||
Lieutenant General
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Well you could say increased resource gain is your long term reward.
Or, maybe your empire's base benefits could go up a percentage based on how many territories you own. This doesn't really help long term though. When they implement outfit deployed/owned bases, they could give you a resource reward based on how long it's been active. So the longer you successfully defend it the greater the reward I also like the idea of a base evolving defenses over time. This can even be tied in with squad leading, increased evolve time, dmg, etc.
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Last edited by Lonehunter; 2012-03-09 at 11:02 AM. |
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2012-03-09, 11:01 AM | [Ignore Me] #18 | |||
Master Sergeant
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2012-03-09, 11:05 AM | [Ignore Me] #19 | ||
If you are doing the same thing time and time again you are zerging.
There are (particularly with ps2) many different ways to take a base and for that matter the order of the bases. As a player you can choose you battle you don't have to take the same base time and time again in the same order. This is not an rpg, remember this is a FPS. Random events will only factor into what you are saying because they are the same events they might be random but so is taking gunuku. (its not booked in for tuesday 6pm) noun 1. the act or fact of persisting. 2. the quality of being persistent: You have persistence, I'll say that for you. 3. continued existence or occurrence: the persistence of smallpox. 4. the continuance of an effect after its cause is removed. |
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2012-03-09, 11:06 AM | [Ignore Me] #20 | |||
Master Sergeant
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Really? There was never any zerging in PS1? All bases were zerged, it can't be helped. |
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2012-03-09, 11:09 AM | [Ignore Me] #21 | ||
Private
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I always felt that PS1 had a great amount of persistence, it was one of my biggest "talking points" about the game when I would tell people about it.
Just the idea of being able to login to the server, join up with your friends, and not having to worry about waiting for the next round to start or there being 1 minute left in the game when you join...that's persistence. In a game like BF3 or MW3, you'll never have an hour-long battle. No matter how intense the fighting is, it's always going to be over in 15 minutes. In Planetside, you can fight for 30 minutes, then call over outfit chat for some of your outfit mates on another continent to pull some Reavers and come back you up. 5 minutes later they're heading in, and you eventually manage to turn the tide and cross the bridge. That's persistence. |
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2012-03-09, 11:10 AM | [Ignore Me] #22 | |||
With high population I don't foresee the boredom you are predicting. Maybe after 5 years but then the devs are likely to have added outfit bases and that's your idea of the problem fixed right there. Don't get me wrong i'm all for balanced rewards to encourage ownership but i don't agree with your idea of persistence. |
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2012-03-09, 11:29 AM | [Ignore Me] #25 | ||
Contributor Major
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I think what takes away from the feeling of persistence is that what you win rarely persists more than a few hours in Planetside. I think this comes from the fact that if no one is attacking a bases that you own, there isn't any game play at the bases you own. So if there's no reason to be there and you move on, it makes it easier for others to come in and take it.
What we can take away from this is that maybe if there was some interesting game play at bases / outposts after they have been captured, then maybe people will be more inclined to hang out there and thus be around to defend them. The end result would be a greater feeling of persistence, because bases would be held longer. I can't say what kind of things people should be able to do in bases they own, beyond repairing the broken parts. Realistically, if there isn't any fighting happening, then anything you could do in a base while you own it would be PvE. |
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2012-03-09, 11:32 AM | [Ignore Me] #26 | |||
Master Sergeant
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2012-03-09, 11:38 AM | [Ignore Me] #27 | ||
First Lieutenant
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Maybe it's a bit of a gimmick, but what if the longer you hold a base the more pimped out it gets? So lets say the TR take a base, all that happens in the beginning is that some of the colors outside change to red/black. Then over the next several days more of the base components change color, TR banners start appearing around the base, maybe some of the turrets start changing from NS to some TR specific turrets and so on. Basically the base slowly turns into a TR fortress. Maybe the amount of resources it puts out increases over time too.
It's not end game or anything, but it would be good for strategy. A "level 5" base for the TR would turn into a symbol for the empire that's fiercely defended (like Oshur is now eh you TR bastards ), while the resources it gives out makes it a prime target for the other empires. Once another empire captures it the base reverts to "level 1" and slowly builds itself up for that empire. |
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2012-03-09, 11:48 AM | [Ignore Me] #28 | ||
Private
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A friend of mine talking about Planetside 2 posed an idea very central to this thread's topic of discussion - he talked about how in a game (I believe it was DAOC) you could pool your guild's resources to make a castle better defended, adding extra strength to the doors, putting in boiling oil traps, etc. It'd be interesting if you could fortify PS2 bases, but it was something that took a long time - so if you held a base for a day, lets say, you could finish some installations of a couple extra security systems and slightly reinforce the door. If you'd held it for a month, it'd be a veritable alcatraz armed to the teeth, and it'd require considerable effort to assault it (maybe even a cease fire between two of the empires to take on the third).
You could let the player design it a bit too as long as it wasn't open to making abusively hard base layouts. As in, let engineers decide where to set up some cover, or a machinegun emplacement, or a turret, and then they plop it down and in a few hours or in a day it'll be done building. It can be really fun to engage your designer brain and start doing base decoration. Just some ideas for thought. |
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2012-03-09, 11:57 AM | [Ignore Me] #29 | ||
Sergeant
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Maybe I am wrong here, but is this specific issue not exactly the reason for SOE implementing a mission system? Obviously the missions are going to be limited to some degree, and they are also there to enable players to jump in the game as PS2 is not a solo, BF/MW style game that you can just jump in and do much without a team.
I think the mission system would be the perfect outlet. If they implement some side content through the missions it would definitely cut down on the monotony. |
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2012-03-09, 11:57 AM | [Ignore Me] #30 | |||
Master Sergeant
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