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PSU: Remove head from sphincter, than play Planetside!
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2013-03-03, 01:53 AM | [Ignore Me] #31 | |||
Major
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As for the maybe of a WG rotate. Why only swap the TR and VS and leave NC at north? Iv been reading talk on capping WGs (minus home WG) as part of cont locking and this can be a small clue to how it looks like. Say TR just took the mate to that WG and now are in a grace time to GTFO of it to cap some outposts before getting pushed back out. Or maybe it's a dev server that has bases, outposts, and maybe WGs that change owners with a small /command and Im over thinking it. Iv been known to do that a lot with things like this. ADHD, I think non stop and with my being an idiot as well it turns out to be mostly bullshit. Last edited by Chewy; 2013-03-03 at 01:55 AM. |
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2013-03-03, 03:26 AM | [Ignore Me] #32 | ||||
Staff Sergeant
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Last edited by artifice; 2013-03-03 at 03:32 AM. |
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2013-03-03, 03:55 AM | [Ignore Me] #35 | ||
Staff Sergeant
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It would be nice if every place on the map produced benefits or resources. The more you link together, the more benefit your faction gets.
I think a capture the flag mechanic to connect bases would be nice using this system. Want Tawrich connected to Gravel Pass, Blackshard Iridium Mine, Red Ridge Communications, or Arroyo Torre Station after you just captured Tawrich? Take something from Tawrich to wherever you want to link it to. The only way to unlink them would be for the enemy to capture Tawrich or one of the places it is connected to. I also really want an event system where a road could get cutoff by a landslide or a blizzard could make part of the continent hard to traverse. Last edited by artifice; 2013-03-03 at 03:57 AM. |
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2013-03-03, 04:06 AM | [Ignore Me] #36 | |||
.sent via phone.
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2013-03-03, 05:05 AM | [Ignore Me] #37 | ||
Corporal
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OMG... thank Vanu! Finally they made the hex sizes smaller, to better be able to get control areas to conform to actual ground features.
Love the concise feel to the line and flow of battle this will invoke. I hope when it is final it looks very similar to this. |
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2013-03-03, 05:25 AM | [Ignore Me] #39 | |||
Sergeant
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The lack of lattice isn't the problem. The PS1 lattice was just a tool to guarantee combat flow on a global scale. There are indefinitely more tools that accomplish the same but are not called "lattice". The "predictabiliy" in PS1 came from the smaller amount of bases, not the lattice itself. If you'd put as many bases on PS1 Indar as on PS2 Indar, it would just be as unpredictable. This solution looks cool, but it won't solve any problems. I say, flow is something that has to be solved by level design. If you look at Amerish, it is pretty "lattish" when you start out from your WG, forcing you along narrow serpentines and spreads out towards the middle to allow for more unpredictability in that area of the map. This is definitely what we want. Then there is this mission system that has been talked about, which can be constructed to help a ton in directing the battle. Dynamic solutions over static solutions. Last edited by raw; 2013-03-03 at 05:38 AM. |
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2013-03-03, 05:45 AM | [Ignore Me] #41 | ||
Corporal
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This has the potential to be interesting, I agree. But only if we give some more defender buffs. Currently, a lot of players flee before the zerg. If this means bigger zergs, then this effect might become even more worrying. We need bases that are easier to defend. This can be directional - for example, the bases near WGs should be a lot harder for attackers to take then for the WG owners to win back.
Overall, I'm on the fence about this one. I don't like the limiting of options, but I feel that if it successfully increases the quality of the gameplay, then that's a price worth paying. We'll just have to wait and see. |
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2013-03-03, 06:37 AM | [Ignore Me] #45 | ||
Contributor First Sergeant
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The new lattice/hex system looks great!
I'm also not sure that it would be good to bypass large bases simply by taking the satellites. I can imagine that a lot of attackers would end up avoiding ever attacking the main base at all and simply moving to the next base, then taking the main base when the defenders have moved on. This may lead to less epic base battles. But I love the rest . |
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