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2012-03-08, 09:49 AM | [Ignore Me] #31 | ||
Captain
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I think the missions should pass down through the chain of command, something like this:
Squad A\ Squad B.\ ..............|--Outfit leader A\ Squad C./..........................\ Squad D/.............................\ ............................................|---Random good leader guy Squad A\............................../ Squad B.\.........................../ ..............|--Outfit leader B/ Squad C./ Squad D/ Random leader guy sets a mission. The outfit leaders following him see that mission and can now pass parts of that mission down to their squad leaders. who go about completing the mission with their squad. Example: Random leader guy sets mission to take a base. Outfit A is mostly air units, the leader sets squads A, B, C to give air cover in that region. Mission XP is earned by keeping air units in that area and taking out enemy air units. Leader A then sets squad D, their infantry units, to go into the base and capture it. Meanwhile outfit B is an infantry specialised outfit. The leader sends all squads into the base to capture it. The outfit leader will tell the squad leaders where to attack. Outfit A, squad D will be relieved that there is an infantry outfit there to support them. |
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2012-03-08, 10:29 AM | [Ignore Me] #33 | |||
Major
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I think they hinted that /c chat could be coming back. I think it could be a WHOLE lot better this time around as leadership is more of a choice than a separate XP bar to grind out. It would be really bad to hinder commanders and make them unable to communicate and coordinate with one another. |
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2012-03-08, 10:50 AM | [Ignore Me] #34 | ||
Private
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There isn't really a 'popularity' contest as you would probably imagine in this system, a similar setup is in Aces High 2 which features a persistent world and anyone can create a mission.
The only real issue I could see with this is if the community closes itself off and never communicates ingame (see Xbox Live) If that happens missions will very quickly turn from public orginazation into 'friends only' sort of things, which is just awful. Players should be willing to organize and associate with other players they don't know. When good commanders are being ignored by pubs ingame that would rather do their own deleterious action and bring the collective down rather than co-operate with the team, it will be the end of team work in planetside. People that played NC recently in PS1 will know what I mean, a good 50% of the NC pop would rather shoot phoenixs at empty bases all day instead of defending planet capitals. |
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2012-03-08, 11:06 AM | [Ignore Me] #35 | |||
Colonel
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But how does that go together with people outside outfits. I guess random squads can also follow the badass leader and take on assignments. But I do agree that there definitely needs to be some good chain of command kinda thing where the outfit leader being followed doenst have to make the plans himself. Good outfit leader isnt necessarily the best strategist
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2012-03-08, 11:38 AM | [Ignore Me] #36 | ||
First Sergeant
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A couple of points -
We don't know whether this "follower" system will be permanent out of game. I'd much rather envision this as a system where you only see how many people someone is being followed by that are currently in-game, right then. Someone made the point that people that start earlier in the game will have thousands of followers and it will be difficult for new commanders to catch up or get out of that person's shadow - I think (I HOPE) this is a non-issue. Twitter is a good analogy for the basic idea, but Twitter is a permanent-follower system. You click "follow" then you follow that person until the end of time or until you unfollow them. In PS2, I'm imagining you have to choose who to follow every time you log in. Otherwise people can make loads of alts to follow them and never log them in again. You log in, see "Oh hey CommanderX is online" and click to follow them. When you log off, you're no longer following him actively (perhaps there is a "non-active" follower list so you can save favorites, but this wouldn't affect what kind of missions the commander can deploy). So the number that gives a commander that ability to deploy better missions is directly based on how many followers he has that are online, right then. In answer to someone else's point about a different cert point system for CR, I have to disagree. By having the same cert points for all the branches, even leadership, you ensure that people have to sacrifice some of their equipment to be leaders, which weeds out some of the people that just want to shout at people. If they have to choose between being a leader and having a super rifle, a lot of people will take the rifle. On the note of large outfits being unjustly powerful - again, I don't see it as a real issue. It's always a matter of choice - just because HugeOutfitLeader1 has all of his outfit following him, you don't have to. But you CAN, and in some cases why wouldn't you? What if HugeOutfit1 is really on point today and you want to go where they're going? Click follow on their outfit leader, and boom. You have access to what they're doing. I see this is an advantage, not a disadvantage.
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Last edited by robocpf1; 2012-03-08 at 11:40 AM. |
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2012-03-08, 11:46 AM | [Ignore Me] #39 | ||
Lieutenant Colonel
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Its sounds like a great idea. But lets be honest here. The zerg is gonna do what the zerg wants to do. Where ever there is the best fight count on them sitting there for the next week and not moving. You can be the best commander in the world but its not going to make a dam difference. We have seen it happen over and over. What its really going to come down to is who has the biggest outfit. Outfits will be leading this game not randoms.
With that said I do like the system Higby stated though. |
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2012-03-08, 11:49 AM | [Ignore Me] #40 | ||
Colonel
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Well, I dont think the follows have to always be non-permanent, just dont make offline players count, easy as that.
Then again, then the leaders have to start off from scratch in every session (Higby mentioned something about more followers -> cooler missions, though?), but a good leader will soon pick up followers when he gets online, just like now.
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2012-03-08, 01:38 PM | [Ignore Me] #41 | ||
General
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I like the idea of the top leader having "priority" or showing up first.
The bigger benefits thing though seems very highly exploitable though and will probably lead to having a handful of commanders who everyone is going to follow because they already have the most followers, compounding on the advantage. |
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2012-03-08, 04:53 PM | [Ignore Me] #42 | ||
Lieutenant Colonel
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Just to highlight this point again.
Planetside has TWO command structures: - a public structure (command ranks) - a private structure (outfits) The glue bridging both together was possibility of joining random/outfit squads through the group menu, ____________________________ PS2 will keep the same model: - a personalized public structure (twitter-style Command stalking) - a private structure (outfits) This time, the bridge from zerg to outfit seems to be the mission system along with random/outfit squads. _________________________ One last point: the twitter style CR will be a kind of many zerg outfit structured from the top (i.e. leaders) where "outfit members" (i.e. the followers) play solo with a common objective (i.e. the mission). It's a model based on decentralized leadership and solo gameplay. (caters to casuals (zerg, noob, 20-minute players)) Outfits will be the home for serious teamplayers. Voila ! All kinds of players satisfied with their command structure ! (since it was personally chosen) Last edited by sylphaen; 2012-03-08 at 05:28 PM. |
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2012-03-08, 05:15 PM | [Ignore Me] #43 | ||||
Lieutenant General
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Once upon a time I wrote a command revision suggestion. Note, these are taken from a thread made in 2007 purely for PS1 and is not adapted to PS2 at all.
http://forums.station.sony.com/ps/po...id=88000012939 Of course at the time I did not consider that free accounts could be made to create sister outfits and rig votes. Hence why it probably does not work for PS2. However, it seems they may have taken some ideas out of it with the whole commander certification tree and outfit bonusses. >.> They did say they scoured PSIdealabs once. You can skip it if you want.
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2012-03-08, 05:29 PM | [Ignore Me] #44 | ||
Lieutenant Colonel
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PS2 will be a very different game than PS1 though... And command mechanics even more so, based on what Higby said.
Edit: and just so you know where I stand, I am against having strong priviledges given to command ranks (if there is even a rank structure in PS2). The reward of command should be... commanding. Not combat rewards. Last edited by sylphaen; 2012-03-08 at 05:34 PM. |
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2012-03-08, 05:50 PM | [Ignore Me] #45 | ||
I'm not seeing what the problem is to those who do not like it? Gaining Command XP will only allow you to unlock command tools. Those tools will only affect those who are following you.
Global Chat is dead. The devs saw the spam and nixed the shiit out of it. Commanders will not get "command weaponry", such as the Orbital Strike. It's all command tools. You will only see the chat of those you follow.
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