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2012-06-08, 02:05 PM | [Ignore Me] #16 | |||
Lieutenant Colonel
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What I want to see are areas/items that can CHANGE how the base is captured. More like the original. Perhaps many people disliked that someone blew up all the terminals in a base, but it did change how that bases was taken. I do not see this as a bad thing at all. May suck for the moment, but its stuff like that that made the battles dynamic. |
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2012-06-08, 02:06 PM | [Ignore Me] #17 | |||
First Sergeant
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Certainly at that point it offered a strategic gameplay option, deny them the ANT and they lose the base, right? The problem is far too often that people would forget this tangential concern until too late. The old cry of /cont all "Is anyone getting an ANT for 'X'?" should be familiar. This just highlights that it came as a secondary concern to people and the fact often people had to be prompted also shows that it didn't fit too well. As previously noted, I fully agree that we need diversity in order for the game to be sustainable. But unlike yourself I believe this should be achieved through facilitating the challenge being our enemy players as opposed to oft avoided and forgotten gameplay mechanics. |
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2012-06-08, 02:09 PM | [Ignore Me] #20 | |||
Lieutenant Colonel
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I also highly disagree that ANT runs were not challenging. |
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2012-06-08, 02:11 PM | [Ignore Me] #21 | |||
First Sergeant
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5 people turn up with ANTs, only 1 or 2 get to do anything meaningful at best, leaving the other players feeling like they just wasted their time. |
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2012-06-08, 02:15 PM | [Ignore Me] #22 | |||
Lieutenant Colonel
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Still, it was only one example in making my point. Due to "resource" system changes, not that relevant other than its an example of emergent game play that created tense moments. |
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2012-06-08, 02:29 PM | [Ignore Me] #23 | |||
Lieutenant Colonel
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With out loss, there is no gain. If you never are inconvenienced, you can never overcome it. I personally never get a "sticky" feeling taking something in other titles ( With exception of ET:QW ). And that has nothing to do with persistence. |
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2012-06-08, 02:30 PM | [Ignore Me] #24 | ||
I agree completely with the intent of your OP MrBloodworth but do not share your concern.
I know other people have stated this but we have 100% confirmation from the devs at E3 that there will be multiple ways to take over a base. What they are we don't quite know but we know it won't all be capture points. Think about the Biolab. Just by looking at it I am sure it will work much differently. I don't think it's fair to say the capture point mechanic is bad. As long as we have a variety of ways to capture the different bases having some be capture points is just part of that variety. And running franticly from point to point can be really fun. It gives you lots of things to worry about and manage while also pushing you towards other objectives. (this is exactly what the gen and spawn tubes and CC did in PS1, except in PS2 we should have even more points of contention in a base). The only thing I think we need to push for is having some meaning to some capture points. Like one being a "generator" of sorts that shuts down turrets and certain things.
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2012-06-08, 02:31 PM | [Ignore Me] #25 | ||
Lieutenant Colonel
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I do not believe I said that.
To clarify: I'm saying there needs to be handfuls of other elements to bases that change the flow of how the battle goes. Real, Utility based, things. Not JUST points that fulfill 1/6 requirement to flip it. Hell, let a hacker LOCK a vehicle bay door! That changes a battle, if only for a moment. Last edited by MrBloodworth; 2012-06-08 at 02:37 PM. |
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2012-06-08, 02:33 PM | [Ignore Me] #26 | |||
First Sergeant
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Not that all capture points need meaning, but there do need to be considerations outside of just capturing/defending the points. |
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2012-06-08, 02:41 PM | [Ignore Me] #27 | ||
Lieutenant Colonel
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We are all talking about the same things here I think. However, I do not want generators being something that works like a capture point. It needs to be something you destroy, or hack.
There needs to be SOMETHING, that requires classes. |
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2012-06-08, 02:45 PM | [Ignore Me] #28 | |||
Lieutenant Colonel
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I like the idea Malorn had, where some can ONLY be opened by Hackers, and would open a completely different route to a goal. Again, SOMETHING needs to require classes. |
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