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Old 2013-04-06, 01:32 AM   [Ignore Me] #16
camycamera
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


i like it. we had a reasonable fight on Amerish, one we haven't fought on for a long time, thanks to the alert. same on Esamir. good job, but that lattice system will completely fix this entirely!
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Old 2013-04-06, 04:55 AM   [Ignore Me] #17
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


Originally Posted by Coldnl View Post
I like it but..somehow I wonder why did they take out point for defending?
Only wondering tho but the alert system is "ok".
I think they took out points for defending because it was possible to trade back and forth the same bases and there for you could farm xp with two forces, or maybe just a few people.

Anyways, I really like this system. My outfit had a nice OPs tonight where we drew most of the NC to quartz ridge and caused them to give TR a chance at first place while the NC ended up in third because of them pushing on VS. It adds alot of tension as well as excitement to the game as if there was some endgame to fighting. Also helps make smaller outfits a bit more significant with the ghost capping they do and defending territory from attacking forces.
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Old 2013-04-06, 06:10 AM   [Ignore Me] #18
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


The alert system is a good start but when you play on mattherson it's great but they need to have different type of alert and a different alert for small to mid size outfit but i guess it will be solve when mission is put in
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Old 2013-04-06, 02:22 PM   [Ignore Me] #19
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


The question I am asking myself is if the alerts are predictable in terms of which continent it is going to be on or if they are at "random". If they can be predicted that would be a problem in my understanding.
Apart from that the Alerts are a nice placeholder for a better system of spreading the players over the different continents. As soon as we have more continents and home continents alerts should be switched out for something more suitable. Be it an extended version of player generated missions or a completely different mechanic.
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Old 2013-04-06, 05:03 PM   [Ignore Me] #20
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


On the alert system:

PROS:

A very good tool to distribute players, using the single-most important motivation this game offers: XP

CONS:

Disconnected from the actual gameplay situation (holding/breaking locks for example), and feels like an artificial "bonus round" type of mechanic

IDEAS:

- Connect the alerts to the current situations, like "break indars lock in X hrs" when indar has been owned by an empire for a certain amount of time

- A reason for the alert: Currently all three empires apparently decided to get together to announce a prime target at...some random time. Why is there an alert? Who is alerting me? Remember folks, this is not a lobby shooter

- Specializing alerts: This can go in any way, but basically means two things: 1) not global 2) not for everyone. This may as well be better used for the mission system though.

EXAMPLES:

Example (simple, as of now, but making sense) alert:

"Message from TR/VS/NC Headquarters: In two hours we are reporting our war status of Indar. I want to report only good news, so in order for my head to be kept on my shoulders you need to conquer as much territory as possible. Go for TR/VS/NC! Make our leaders proud!"


Examples (of a more situational) alert:

"Message from TR/VS/NC Headquarters: All troops are ordered to assault Indar. The grip of TR/VS/NC's hand on its resources must be stopped now! We can no longer tolerate their occupation! We will free Indar within the next two hours, join the fight soldier."
(Enemy empire owning Indar)

"Message from TR/VS/NC Headquarters: All troops are ordered to secure Indar. Reports indicate a heavy enemy presence while we are losing base after base. We cannot afford to lose the resources in this war, defend Indar at all costs soldier!"
(Your empire owning Indar with few hexes left)


And my personal favorite, the super-situational sneak-alert. I think this one would be quite cool to provoke concentrated warfare :

"Message from TR/VS/NC Headquarters: Reports indicate our situation is dire. We are not holding any continent at this time. Therefore the headquarter has ordered a coordinated assault in full force. All troops are ordered to Indar to participate in the attack. With our arms combined we will conquer Indar in a swift move within the next two hours. Praise your empire and pray for success soldier!"
(Only happens when your faction doesn't own any continent, and only happens for your faction - hence the sneak factor that could provoke interesting dynamic situations)

And as a last note, the whole alert system should be reconsidered once we have more continents and global warfare in place.
So basically this:
Originally Posted by FinnSimmons View Post
...
Apart from that the Alerts are a nice placeholder for a better system of spreading the players over the different continents. As soon as we have more continents and home continents alerts should be switched out for something more suitable. Be it an extended version of player generated missions or a completely different mechanic.

Last edited by Babyfark McGeez; 2013-04-06 at 05:04 PM.
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Old 2013-04-08, 12:54 AM   [Ignore Me] #21
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


I'm not too fond of it in its current state, tbh. While it does get people over to other continents, the game play it results in is just a blunt ghost cap race.

Because ghost/speed capping is the name of the game if you want to win the Alert challenge. Typically, you want to avoid fights as much as possible and go for low activity areas. Being outnumbered and bogged down will loose you the game so don't bother defending too much. Just make sure you cap faster and more then your opponent which all makes for some pretty hasty but not so much fun game play with relatively few and short battles.
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Old 2013-04-08, 01:00 AM   [Ignore Me] #22
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


Originally Posted by Rolfski View Post
I'm not too fond of it in its current state, tbh. While it does get people over to other continents, the game play it results in is just a blunt ghost cap race.

Because ghost/speed capping is the name of the game if you want to win the Alert challenge. Typically, you want to avoid fights as much as possible and go for low activity areas. Being outnumbered and bogged down will loose you the game so don't bother defending too much. Just make sure you cap faster and more then your opponent which all makes for some pretty hasty but not so much fun game play with relatively few and short battles.
However if the opposing faction is trying to ghost cap poorly, a squad in a gal can shut their whole thing down. It allows smaller forces to strong point larger units, bogging them down in suboptimal bases.
It's especially good for starting a fight during non-prime time. If one faction tries to ghost cap everything, all it takes is a small group to say 'no' and bam! Fight.
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Old 2013-04-08, 07:05 AM   [Ignore Me] #23
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


Originally Posted by bpostal View Post
It allows smaller forces to strong point larger units, bogging them down in suboptimal bases.
It's especially good for starting a fight during non-prime time. If one faction tries to ghost cap everything, all it takes is a small group to say 'no' and bam! Fight.
Well this is another gripe I have with this system currently: It heavily favours larger outfits. Small squads can counter ghost caps somewhat but the rather indefensible status of the current base design means they need to get out of there quickly when larger forces start pouring in as they cannot hope to bog them down effectively. Running with a larger outfit means you can ghost cap multiple bases simultaneously AND/OR form up and overwhelm resistance quickly if necessary.

It's not all bad though as this system forces outfits, especially the smaller ones to coordinate more with each other. We're already seeing reports from Helios were outfits coordinate more as a faction as a result of the Alert mini game.

So in the end there is promise with this Alert system but it also magnifies the need for more defensible bases and outfit/faction coordination tools.

Last edited by Rolfski; 2013-04-08 at 07:10 AM.
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Old 2013-04-08, 08:29 AM   [Ignore Me] #24
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Re: ReachCast Episode 28 CQ - Do u dig the new alert system?


Originally Posted by Rolfski View Post
...
So in the end there is promise with this Alert system but it also magnifies the need for more defensible bases and outfit/faction coordination tools.
Now there's a statement I think we can all get behind.
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