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PSU: What if we started calling him 'Hammer'...?
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2003-07-22, 08:43 PM | [Ignore Me] #18 | ||
Staff Sergeant
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I would like to see how this new system plays out. But I have my doubts, big ones. The TK'ing will be nerve racking I'm sure. So what, now defenders have 2 options in stoping a hack. Maybe it will spread out the battles, who knows? Guess we'll find out
-PD
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"France has neither winter nor summer nor morals. Apart from these drawbacks it is a fine country. France has usually been governed by prostitutes." -Mark Twain |
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2003-07-22, 08:43 PM | [Ignore Me] #19 | ||
Thanks for quoting me in the OF Nav.
Anyway. I really believe that there were better ideas out there. This one was just a strange choice. It cam out of the middle of nowhere. When Smoke talked about bringing the battles out ofthe SOI, my brain brimmed with ideas. A Switch that turns Lattuce lines on and off. You can't hack a base untill at least one of these lines are on. A Node that decreases the time till the Hack goes through. Something like in Tribes where there was a Shield generator outside of the SOI. You have to blow (or hack) the Shield generator in order to bring down the shield that protects the CC. All of these things would bring the battle out of the SOI. Most of them would do so without the cost of defense. A strange hibrid of CTF and Rabbit never entered my mind. EVEN when they came up with the idea, I was hoping that the LLU was a Vehicle. Then you could escort it. All that happens when you hack the CC, is that a Vehicle gets created at the VTerm, and you have to drive it to the nearest friendly base connected to the SOI. Now that would let you create Escorts, and ambushes. plus you would be able to see it and find it more easily. I usually fight outside of the SOI because I drive a tank. When defending my main thing is to stop reinforcements. So I hunt AMS's, stop AMS's from getting from point A to point B, and if the base is neutral, hunt and kill ANTs. Now I have to worry about one guy running in the middle of nowhere, instead of actually using tactics in order to break the hack. I'll play it when it comes out. But I am scared for the game. This has really made me uneasy.
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Life sucks, Press on. Moderation in all things, including Moderation. |
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2003-07-22, 08:46 PM | [Ignore Me] #20 | ||
Private
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I am really, really not down with this (I posted a huge-arsed rant on Spork's "LLU Explained" thread at http://boards.station.sony.com/ubb/p...ML/008888.html ).
To me it blows away the entire idea of Planetside being a persistent war and turns it into, as somebody else put it, the old schoolyard game of "smear the queer." The war is PS's strongest point, but instead of playing to it they're running from it. But, I'm a WWIIOL guy, so what do I know. |
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2003-07-22, 08:55 PM | [Ignore Me] #22 | |||
What bothers me more than this, is how it's been pulled out of no where, reaffirming my fears that the devs don't have the same plans for this game that I do (apparently alot of others also).
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You First. No more Pearl Harbors. Vist www.bohicagaming.com because we're better than you. Apply|Contact|Forum |
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2003-07-22, 08:57 PM | [Ignore Me] #23 | |||
As far as I know there is only one Headrattle. Anywhere. And I don't mind the attention.
Spork had a reply.
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Life sucks, Press on. Moderation in all things, including Moderation. |
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2003-07-22, 09:06 PM | [Ignore Me] #24 | ||
Another thing...
There are also things that the kept promising but still haven't delivered. The Bases were promised in Beta. And I said I would wait. It is a worthwhile cause, and the game is very fun right now. They talked about Continent Benifits, medic love, and more of a reason to defend. They gave us the Medic loven, just not how I expected. It works, it is just a little less then we wanted. If they just went through with what they promised the game would be so much better! Reasons to defend! Reasons to lock continents and harder to unlock continents! Base Benifits! That would be great.... But they got sidetracked. They plan on bringing this in. And it is just surprising. Something that was never expected, or, as far as I know, wanted.
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Life sucks, Press on. Moderation in all things, including Moderation. |
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2003-07-22, 09:32 PM | [Ignore Me] #27 | ||
Private
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The VS will have an advantage in the fact that the Magrider and Thresher can go quickly over water, versus the slower common pool Deliverer with that ability. I'm not bitching, just bringing up a point.
Another bunch of questions: Are attackers now able to complete base caps in under 15 min? If the rabbit hops on a baskilisk and arrives at the lattice linked base unmolested and in record time, does the hack simply go through? How does this affect the current time slice experience system? Will the defenders know which base the attackers have to return the module to? (Will it be shown on the map?) If so, can a cap be stopped by sending a solo person or squad to the base a module must be returned to and hacking it? Example: Base A is controlled by NC and is being capped by the TR. The TR own bases B and C, which connect to the lattice to Base A. The TR must return the module to Base B. If Base B is hacked by the NC, can Base A be capped even tho it's still connected to a viable lattice link through Base C? Kinda confusing, I hope you get my point... My suspicion is reverse hacks will ruin a cap. I like the fact that this will add different tactics to the game. Like the fact that the base a module has to return to will be a PRIME target for the enemy. This base must then be defended, deviding attackers forces in THIRD: Attacking a base, Protecting the rabbit (AKA: TK bait), and keeping the base the module is returned to. Sounds like base caps will be getting a bit harder and more zergs will happen to ensure they get their 4 and 5k caps, or at least ensure they CAN cap a base. I may be all wrong on this stuff, I don't have access to the Sony boards. (Damn that proxy server.) Just my thoughts. Last edited by ONiel; 2003-07-22 at 09:39 PM. |
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2003-07-22, 09:36 PM | [Ignore Me] #28 | ||
"The VS will have an advantage in the fact that the Magrider and Thresher can go quickly over water, versus the slower common pool Deliverer with that ability. I'm not bitching, just bringing up a point."
I'm sure the VS won't be able to use it, for some arbitrary reason. "If the rabbit hops on a baskilisk and arrives at the lattice linked base unmolested and in record time, does the hack simply go through?" He has to ride, he can't drive. "Will the defenders know which base the attackers have to return the module to? (Will it be shown on the map?)" I think so. "I like the fact that this will add different tactics to the game. Like the fact that the base a module has to return to will be a PRIME target for the enemy. This base must then be defended, deviding attackers forces in " There won't be any defense at all. THere's still no reason to hold bases, you'll just hunt down the rabbit, and that's the game. "Sounds like base caps will be getting a bit harder and more zergs will happen to ensure they get their 4 and 5k caps, or at least ensure they CAN cap a base." More zerg is right.
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You First. No more Pearl Harbors. Vist www.bohicagaming.com because we're better than you. Apply|Contact|Forum |
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2003-07-22, 09:50 PM | [Ignore Me] #29 | ||||
Private
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My assumption based upon the current time slice experience system would be that there will be some kind of 15 min wait that must occur before base cap is complete, even if module is turned in before then. If that is not the case, will you have to wait at the module's return point for quite a while to ensure your faction gets full experience for the cap (before turning in the module)?
One thing for sure, this will throw people all over the battle field unlike the concentrated battles at bases we're used to. Sounds like it could turn into one big cluster fuck on a continent very easily. Not that I'm bitching. Chaos is fun. Last edited by ONiel; 2003-07-22 at 10:04 PM. |
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