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2012-05-13, 06:31 PM | [Ignore Me] #31 | |||
Colonel
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Also, I daresay, even AA infantry might get involved with capturing. PS1 captures were hacking, PS2 will be about physical presence on the capture point. Even AA soldiers can help with zerging them. More often than not they won't, due to KDR-centric play, but they could. Last edited by Stardouser; 2012-05-13 at 06:34 PM. |
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2012-05-13, 06:36 PM | [Ignore Me] #33 | |||
Major
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I agree that if the pilot has spent resources on flares, jammers, etc. then the grunt is rightly toast unless they've invested in the anti-countermeasures they should also have access too. But in the interests of fun, the fictional basic AA grunt should have a fighting chance against a basic, unupgraded aircraft. |
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2012-05-13, 06:39 PM | [Ignore Me] #34 | |||
Colonel
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Anyway - the other question becomes, what do you have to give up to carry all those flares/jammers? I don't mean what does it cost, I mean, does it take up space that limits your rocket ammo, etc? |
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2012-05-13, 06:39 PM | [Ignore Me] #35 | |||
First Lieutenant
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Let's say fast movement and movement in 3 dimensions unimpeded by terrain are balanced by the fact that these vehicles are hardest to learn to maneuver properly and pose highest danger if failed to do so (you will rarely kill yourself when driving a ground vehicles - so impediment by terrain to aircraft is perhaps rare but mostly is fatal when it occurs). Also your movement will be restricted from covered areas like domes and caves and even if you enter them you'll be sitting duck there. When it comes to "weather" conditions those aren't preventing use of anything else in the game also. However playing during night for flyers will definitely be harder to adjust to then let's say for tank drivers. And so on, almost every such advantage has a drawback or high skills requirements at least. Good pilots should be much appreciated by the rest - I myself for instance never played the role of pilot in any multiplayer shooter with aerial combat included, it was simply too much of a bother for me and yes they should be rewarded by being most powerful 1 to 1 units for going through the whole shabang of mastering them. Also you must think of target priority - as a pilot you're a high priority target for everyone, as footsoldier you're lowest priority target so making infantry have equal chances to aircraft is just silly. Aircrafts will mostly be engaging one another or tanks, adding a serious infantry threat to them would simply make their life a living hell. Anyway we'll be playing an MMO so there will probably be enough friendly pilots backing your side up and dealing with enemy aircrafts. |
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2012-05-13, 06:44 PM | [Ignore Me] #36 | ||||
First Sergeant
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There is no way to know the resources costs at this time, and countering with an assumed fact doesn't go anywhere. That said, things that fly cost more, regardless of how well they are flown.
Last edited by Pyreal; 2012-05-13 at 06:46 PM. |
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2012-05-13, 06:49 PM | [Ignore Me] #37 | ||
Colonel
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Well, the reason that I used an assumed cost of spec'ing was that apparently, and I guess we won't know for sure until E3, but apparently, unspec'ed vehicles don't cost anything.....which I disagree with, of course, as you ought to be able to deny to the enemy vehicles by denying the resources.
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2012-05-13, 06:51 PM | [Ignore Me] #38 | |||
Major
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2012-05-13, 06:54 PM | [Ignore Me] #39 | ||
First Lieutenant
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I don't think this is true. Maybe in "game" currency/credits but there will be different resource types beside that and I clearly remember I heard Higby saying that by denying enemy specific resource type you'll be able to prevent them from producing certain vehicle type or something like that.
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2012-05-13, 06:56 PM | [Ignore Me] #40 | |||
Colonel
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2012-05-13, 06:59 PM | [Ignore Me] #41 | |||
First Sergeant
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2012-05-13, 07:06 PM | [Ignore Me] #42 | |||
First Lieutenant
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Edit: An embarrassing confession by the interviewer included there. Last edited by Immigrant; 2012-05-13 at 07:10 PM. |
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2012-05-13, 07:09 PM | [Ignore Me] #43 | ||
Major
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The lightning will be a relatively cheap AA platform and should be a viable counter to aircraft when it's out in the field. However, when you're defending a base it will be next to useless as its manoueverability will be negated. In that scenario, the viable AA will aqlso not be a static turret - a static turret will be a coffin to AV. The viable AA for a base defence will be either a Max or an AA-equipped grunt.
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2012-05-13, 07:18 PM | [Ignore Me] #44 | |||
Lieutenant Colonel
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I mentioned weather because in the real world, I imagine it to be a big factor for air vehicles (much more so than ground vehicles). I could be wrong, I don't know and never worked in anything related to aerospace. So to me weather was to a 3D movement vehicle, what forests were to ground vehicles in PS1. Let's say that as designers, we want troopers to have some possibility of movement but no way to retaliate vs. aircraft, we could change the maps and offer more ground cover (thick forests, canyons, bases, roofs on bridges, etc...). Now let's say that we want aircav to be able to hunt this infantry when they are AI-spec: we can give infrared optics to see in forests, missiles that hit through bunker roofs, etc... To me, what's important is the intent and the balance comes after. In PS1, the greatest equalizer was the jammer. It made vehicles/troopers interaction really good imo. It could force vehicles to stay far away but at the same time, it did not overpower ground vehicles. It also naturally increased the advantage of troops over vehicles in places were troops were naturally advantaged (forests, bases, higher ground). However, when troops were where they were not designed to be (i.e. roads, plains, bare ground), vehicles could easily pick them off. What you say is right, we will definitely need good aircraft players to have a fun game and what may seem like a witch hunt against aircav is actually a healthy discussion about balance concerns. Without good AA options, what's the need for ace pilots when any dummy can align a good shot and rocket spam ? I want challenging aircav play because I want outsanding players to stand out. I want challenging grunt play because I want good squads with successful leaders to show what they're capable of. I also want challenging ground vehicle gameplay because it's what I love the most and I also like challenges. The key is to bring all of that together so that each of those "ecosystems" can live concurrently on a relatively small battlefield and all be fun to play ! I try to convey my vision and hope for PS2 but it's hard to share and explain ideas... Anyways, I hope you see what I mean. What I really want is for this game to be fun for everyone and every kind of player. I want it to be AWESOME ! EDIT: and sorry for the long post... I got carried away. Last edited by sylphaen; 2012-05-13 at 07:20 PM. |
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2012-05-13, 07:19 PM | [Ignore Me] #45 | |||
Colonel
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Hey, I agree, based on how Higbee tells it there, vehicles should cost something even for a basic one. But some people are saying they think otherwise. What's the embarrassing confession? Being a Vanoob? |
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