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PSU: Vanu Sovreignty, poisons your food by using plasma
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2012-06-11, 09:41 AM | [Ignore Me] #31 | ||
Contributor Major
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Yes. And you can keep them pinned into it, just like you'd have to in order to sanc-lock an empire.
All footholds mean is that you can never lock away content. Which is a good thing, since we don't have nearly empty servers that can fit onto 2 or 3 continents while another 7 or 8 go unused. We want full servers where all of the continents have battles raging, be they in the middle of the continent, pinned into footholds, or desperately trying to avoid being foothold locked... |
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2012-06-11, 09:43 AM | [Ignore Me] #32 | |||
Staff Sergeant
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2012-06-11, 09:49 AM | [Ignore Me] #33 | ||
I think something of more importance is the size of the BWGs... I mean from what we can see from footage they're actually the same size as PS1, and that bothers me, because I can hardly see 666 people in that dome... I think it should be made twice as big...
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2012-06-11, 09:54 AM | [Ignore Me] #34 | ||
with these footholds and no lattice links the meta game will suffer, thats the biggest part of 'dumbing down' between PS1 and PS2 |IMO. But to be fair, there isnt much they can do at release with only three continents. I'm sure they are thinking about it.
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2012-06-11, 10:12 AM | [Ignore Me] #35 | ||
Sergeant Major
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With only 3 continents there will need to be footholds and continent locking would definitely detract from the game. The original idea of continent locking was that you wouldn't be surprised by your opponents doing a HART drop (pre-lattice) and capping a base that makes no sense logistics wise but still gives them a new foothold, possibly in the middle of a continent your empire previously had complete ownership of. Now that HART dropping isn't part of the game, continent locking seems a bit archaic and pointless even, but that's not to say that once we get upwards of 10 continents that each continent should have a foothold from each empire. That would be messy and would DEFINITELY destroy the meta game, which would be a shame since there's so much potential with that now there are resources involved.
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2012-06-11, 10:31 AM | [Ignore Me] #36 | |||
Major
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Remember, we can now go anywhere after getting booted off a continent (all the area except foothold). The empire just has to decide where to coordinate the next strike, continent and hex. What's the real difference if there is a sanc and no footholds? The continent turns RED. Since there is no lattice, a stealth team can go in, and everyone starts dropping on the hex of their choice. But they cannot bring in vehicles. Before, we used to have to fight for a base to grab vehicles. Unless the defenders were asleep, the attacking force had to rush in to create a foothold with large numbers. We have these pre built footholds for right now. I hope this will change later, but understand why they are in for now.
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2012-06-11, 10:31 AM | [Ignore Me] #37 | ||
At first, I was upset by the loss of sanctuaries, but then thought of it differently.
In the original game, when a faction owned a continent, the only way in for the other factions was through a warp gate which was protected. Invaders could gather forces there until they were ready to push. This, in my opinion, is no different than the current faction footholds in Planetside 2. What is missing though, is the element of surprise. In the original, an attacking force could form in the sanctuary and then deploy to a locked continent without the defenders knowledge. In Planetside 2, an assembling attacking force will be clearly visible within the warpgate / foothold. Defenders will know where the next big push will come. |
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2012-06-11, 10:36 AM | [Ignore Me] #38 | |||
Major
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Extreme Stealthing |
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2012-06-11, 10:42 AM | [Ignore Me] #39 | |||
Major
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Scenario: VS pinned in foothold. 5 infil squad leaders sneak out to the 4 towers surrounding a main base and one the base itself. Their squads drop-pod in and hack a control point each. Suddenly the whole foothold can spawn at whichever capture point got taken. |
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2012-06-11, 10:50 AM | [Ignore Me] #40 | |||
Sergeant
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2012-06-11, 11:22 AM | [Ignore Me] #42 | ||
Colonel
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This argument is why we need the ability to fly between continents(and it's one server for 6000 instead of hard separation by 2000 each continent). Or one large megacontinent for 6000 instead of 3 for 2000 each. Either way there would then only need to be 1 uncapturable base(or, kinda split into two as per the example that will follow).
And, in either case, or in similar ideas, you can STILL have the adjacent-capture mechanic that makes it take significantly longer to capture hexes that are not adjacent to a hex you own. For example, imagine we have 3 continents 64km square each spread out with ocean between and around. Maybe there's 5km between them, maybe 15, whatever. So you can fly free form to anywhere you want, and you will be able to capture a spreadhead because of the element of surprise(although you might have to send a force to multiple locations), but once that's done, the increased cap timer for non-adjacent hexes will pretty much all but force you to then attack the next hex over, creating a front line. Each continent would be one empire's "home" continent, but their footholds would be on shielded islands connected by bridges. Technically this lets you kick the enemy off every continent, but on the "home" continents, the home empire can counterattack their home continent from the island main bases. Since there are two, it makes it more difficult to rape, and the more people you commit to trying to do it, the easier a Galaxy assault force can go somewhere else and capture an invasion point on any of the continents. There will still be warpgates of course, but, at least in this idea, there'd be 1 per continent, not 3. That allows additional options for travel - fly directly between continents or fight to a warpgate. There could also be islands out in the middle of the oceans to provide minor capture bases. Note: This idea assumes no ocean ships; just because you can't drive a tank over the water, big deal. Uploaded with ImageShack.us Now, is this a crude drawing? Yes. Would there need to be additional solutions to prevent 6000 people from converging on the same spot? Yes. But instead of flaming it as ridiculous, how about coming up with ideas to refine it, or even come up with your own ideas about how else we could avoid having 3 uncappable footholds per continent? |
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2012-06-11, 11:30 AM | [Ignore Me] #43 | ||
Second Lieutenant
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Hibgy says that locking down continents denies players content. It makes sense. They spend all of this time making these large, very detailed worlds, only for you to not be able to play on them because one side owns them.
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2012-06-11, 11:44 AM | [Ignore Me] #45 | |||
Major
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This thread has swung back to the "we need to be able to kick empires off continents completely" theme, but as usual the arguments fail due to pop-locking on the remaining continents for the losing empire. I'm with Higby on this. I'll be damned if I can be stopped from playing my favourite character on my favourite server because my empire was dumb enough to get footholded. I'd rather have the chance to fight my way out of foothold (see my recovery scenario above) And I do say that footholding another empire will feel like a big deal in PS2, because I think, or at least hope, that it won't happen too often. Last edited by Mechzz; 2012-06-11 at 11:50 AM. |
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