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PSU: sig bot told me to F%#K off when nobody was looking ????
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2012-01-04, 02:22 PM | [Ignore Me] #31 | |||
Sergeant Major
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2012-01-04, 02:27 PM | [Ignore Me] #32 | ||
Lieutenant Colonel
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Controlling a cont makes for dead conts. Like many of them in PS1, always red, blue, purple.
Having all the capable hexes on a map means you control it. But it wont stop people hacking back, it just means when then do its going to take some time for them to get it all back, thus resulting in more war! The whole point of the game. A controlled cont does nothing for anybody, there is no benefit to having one. It just sits looking pretty on the map. |
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2012-01-04, 04:06 PM | [Ignore Me] #35 | ||
Lieutenant Colonel
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I know what people are saying about controlling a cont, I know there has to be a way for you to say ok, we done this one now lets move on, well if empire/base needs resources then does it not bring it down to 0 if they have no hexes? Like when a base in PS1 has no power left? That means to start capturing territory back will take ages. I just dont like the conts being fully locked in PS1.
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2012-01-04, 04:11 PM | [Ignore Me] #36 | |||
Sergeant Major
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2012-01-04, 04:28 PM | [Ignore Me] #37 | |||
Major General
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2012-01-04, 04:33 PM | [Ignore Me] #38 | |||
Lieutenant Colonel
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I suppose we will have to wait and see how this pans out, its going to be strange I know that for sure. And will take some getting used to after playing Planetside for so long. I just hope it work better than PS1 whatever way it works. Last edited by SuperMorto; 2012-01-04 at 04:36 PM. |
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2012-01-04, 04:50 PM | [Ignore Me] #39 | ||
But let us not forget the "Resources" monkey-wrench that higby is also throwing into the equation.
Lets say that Indar only has one Auraxian (sp?) processing plant. Said Auraxian is required to produce your empires heavy weapons. People are going to want their toys, so they will be motivated to fight for the plant. But what if owning the plant isn't enough? What if the the Auraxian itself is found in the mines on the other side of the continent. Well shit, now you need to get that too. |
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2012-01-04, 08:01 PM | [Ignore Me] #40 | ||
Agreed. In PS1, unless something went FUBAR before you logged on and your empire got pushed back to your home continents, fights would only take place primarily on either Ishundar, Searhus, Cyssor, or Oshur (and mostly on the first three after the bending, too). Fights would get pretty boring after a while, because attack plans for Zerg on the continents were predetermined by geography and bridges, while tactical options were restricted due to the lattice system. Black ops squads could drop gens to break tech plant or drop ship connections, but depending on the situation, that may not be that big of a deal. (The Zerg only really notices the difference when they're both gone at the same time, and that's rare.)
In PS2, there is a shitton more capturable real estate. Hopefully, it's not all identical, and there are distinct benefits from each facility under your control. Throw in the Auraxium issue, get rid of the lattice structure (using one of the extensively discussed methods to counter ghosting), and keep the pretty geography, and strategists will have a plethora of different ways to accomplish the same thing (capturing the continent), and the Zerg will still have their loved mindless, single-directional grind through canyons and bridges. Add in the rotating strongholds, and no daily fight will be the same even though the stalemates never stop.
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Doctors kill people one at a time. Engineers do it in batches. Interior Crocodile Aviator IronFist After Dark |
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2012-01-05, 05:20 AM | [Ignore Me] #41 | ||
Lieutenant General
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Well, instead of the sanctuaries on every continent, or the system we had in PS1, I once came up with this lattice suggestion:
http://forums.station.sony.com/ps/po...id=88000016100 It came awfully close to implementation, as Beady really liked it and got a lot of support from players. Of course then Beady left SOE and we had no more coding resources. It is based on a triangular system with three homecontinents, of which two homecontinents are sharing sanctuary warpgates with another empire. This was done to make zero basing extremely hard, or rather, make it easier to get back into a fight somewhere and especially hard for one empire to control ALL continents at once. The basic structure of the lattice map looked like this: As you can see, I made the easy to cap Oshur islands split up and gave them pivotal roles in the lattice as home continent and Nexus (together with Searhus) central continents. All lattice links were used and permanently connected, including all the caves AND Old Oshur. The caves could thus now be active at all times and you can easily make the warpgate links of the four-link continents switch dynamically to create new lattice setups - including the home cont links. In old world map language, the system looks like this: In this system, I would predict one of the "double homecontinents" to be able to come under control of one empire, as it would be an almost guaranteed two-way (unlike the guaranteed three-ways I foresee in PlanetSide 2). If the third empire wants in, that's possible by going through the caves or fight across Auraxis to one of the "side" links. Even then it would be a pretty tough fight to win for a third empire, seeing as they'd have to start in the middle. On another note, you can see that the three empires each are likely to control four continents and there are two "neutral conts" in the middle: one dual-homecont, their Oshur island home cont and the two continents linked to the Oshur isle home continent. And of course a bunch of caves which would largely be two-way fights and not TR exclusive as they are today. I'm sure the PlanetSide 2 continental lattice and sanctuary setup may still be changed if Beta proves the fights never end (which could upset some players who want to be able to accomplish an actual continental conquest). In that case, I'm hoping a triangular setup somewhat similar to the one I made for PS1 could be used. It would require a lot of continents, though you could initially start with four continents each with three warpgates and slowly expand from there, add a few more warpgates (perhaps more warpgate types with less basic facilities available). But yeah, you could expand the system with new continents like a fractal. Last edited by Figment; 2012-01-05 at 05:29 AM. |
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2012-01-07, 01:01 PM | [Ignore Me] #43 | ||
Lieutenant General
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Btw, anyone notice the hex grid at the top and other places of the interface at www.planetside2.com?
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2012-01-07, 02:42 PM | [Ignore Me] #44 | |||
Sergeant Major
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2012-01-08, 02:44 AM | [Ignore Me] #45 | ||
Contributor Corporal
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It doesn't sound like there will be many continents at launch so it would be a waste to have any locked. Because of this and the lack of sanctuaries I'm predicting each empire will have a permanent foothold on each continent, meaning locking a continent will be impossible.
I wouldn't be surprised if locking becomes implemented when more continents are released. Then they could introduce sanctuaries/permanent footholds to three of the original continents. |
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