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2013-04-15, 07:09 AM | [Ignore Me] #31 | |||
Captain
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But let me ask you this, will these zones prevent you from locking a continent. I believe that this lattice system plays into them introducing the continent lock. Now if you got a zone that doesnt require any adjacent connection that can be hacked by any one, then will that stop you from locking down a continent if that one little hex isnt the same color. |
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2013-04-15, 07:20 AM | [Ignore Me] #32 | |||
Private
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I don't see how it prevents continent locking. With the lattice system I referred to in my post you won't be able to cap a base that doesn't have any adjacent connection to a base you own. |
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2013-04-15, 07:33 AM | [Ignore Me] #33 | ||
As far as continent lock, be careful what you ask for. Remember two empires can coordinate against one empire and practically sanc you. sure won;t be fun for that empire.
Another thing would be that by one empire capturing all the lattice hexes then the continent would lock. Locking the continent would turn, provided there where any, such independent hexes to your empire and that said enemies would have no spawn points. Last edited by capiqu; 2013-04-15 at 07:58 AM. |
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2013-04-15, 07:36 AM | [Ignore Me] #34 | |||
Captain
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But the other part was a question in general, about continent locking if one of the gray area's was hacked. |
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2013-04-15, 07:07 PM | [Ignore Me] #35 | |||
Major
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Sure, the "Radar Stations" could be hacked, but they don't give you a Link to capture anything anyways... Resource Generators/Mines/Nodes wouldn't even be hackable, they'd just have Flow Terminals at the start of each of the pipelines leading to the surrounding Bases that could be turned on or shut off. |
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2013-04-21, 09:31 AM | [Ignore Me] #38 | |||
Lieutenant General
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2013-04-21, 03:52 PM | [Ignore Me] #40 | ||
Lieutenant General
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"Someone just took the radar station in X1."
"Where is X1?" "Ehr... X1 is near Y2." "Okay, I'll take care of it." *get to vterm* *get flash* *drive over and die to AI mine* *respawn* *get Sunderer* *drive over again* *rehack +150 exp* "Done." "Yeah... Looks like the guy just took the radar in X2, X3, X4, X5." "You kidding me? Does he have no life?" "Course not." "Okay, I'll go..." *X1 is hacked again* "Oh **** it." You were never on ant duty or tower hopper / gen dropper resecure in ps1, right? The amount of effort required for continuously going back and forth between points to stop someone farming quick and easy experence points or is not directly related to reward, it is boring, repetitive and therefore annoying and not going to be well received. In fact, you will give people such an overkill in objectives to secure, the objecties lose their appeal. Bassically all you do is recreate the same control console whack-a-mole we just got rid off, just further away from spawn points and defensible positions where you could defend it passively by your presence. You make a cubicle job out of playing the game effectively and for the empire. If you want apathic players, do just that. Last edited by Figment; 2013-04-21 at 04:08 PM. |
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2013-04-21, 04:44 PM | [Ignore Me] #41 | ||||
Major
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The closer you get to a Warpgate, the more and more these Stations' ranges overlap, so the deeper you go behind the lines the harder it is to stay hidden long enough to avoid danger as well as an increasing longer trip back if you do screw up. Sure a single Infiltrator could easy get Radar Stations F1 on the Front Line, but C1, D2, and F2 all cover the Micro-Hexes around D1, plus we now know something under a Squad's worth of troops hacked F1 on us. |
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2013-04-21, 08:07 PM | [Ignore Me] #42 | ||
Lieutenant General
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Can guarantee you it's not going to be just one guy going after them. I'd say for every sixhundred players there is 1-3 active per empire around the clock to be "tactical" by forcing resecure outfit members to chase ghosts.
It is very annoying an can easily require you to bassically discourage someone by sitting on point and babysitting it. Btw, one of the most annoying things to me is you get exp for triggering gens to overload, same for hacking a control console (non instant capture) or terminal. Similarly for destroying random equipment terminals. In ps1, the experience you got out of a control console was upon completion of the job (hacked base turns = 0-5000 exp based on activity. The exp for hacking equipment terminals is based on kills and assist actions performed by someone using, something from your car. |
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2013-04-22, 12:14 AM | [Ignore Me] #43 | ||||
Major
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So you're either leading people to fight for something on the Front between the Lanes, or Spec Ops are blacking out Coverage on a particular Lane to mask a large push.
And I agree with you on the Experiance Rewards, some of which are for things that should be done but they felt the need to have some enticement for players to do it anyways. Hacking Terminals and Turrets has a decently scaled reward, you don't get a whole lot for it but it can be EXTREAMLY useful, while a reward for starting the Overload on Generators and SCUs is ridiculously out of line considering the lack of risk involved. A Successful Destruction or Stabilization should pay well considering you should have to get into a hostile held room to do it, but since they didn't use the same reward mechanics as the Original Planetside this is rather easy to exploit... ...Just ask said unnamed Forum user... Personally, I wouldn't mind it if Radar Stations did not give ANY Experiance Points just for flipping them. The reward should be the satifaction of doing something for the benifet of your Empire, not some in-game credit for virtual items. Hell, now that we have Ribbons, just make it take ten Radar Station Flips in a day to get a bonus if people complain they get nothing for the effort! |
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2013-04-22, 04:29 AM | [Ignore Me] #44 | ||
Lieutenant General
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No, that's not the good thing, that makes it far worse. Don't you get it? You force more logistical challenges on the defenders and remove ANY CHALLENGE from the attackers.
That's BAD. VERY BAD. Empty territory is the best territory to fight a field battle in or use for approaches because you have freedom to do whatever. It doesnt need focus. Quite the contrary. There shouldn't be anything there. If it provides some sort of advantage, it needs to be tied directly to a defendable position. That "neutral territory" isn't neutral. It's simply the areas you can use to flank. There is already plenty of fighting going on there and doesn't need more encouragement. I'm sorry, but I simply don't understand why the hell it needs to have some sort of experience point jackpot machine in it. What you're doing is the same theory that they used for the influence outposts. It didn't work. People didn't go for them because it's too much babysit work (which is utterly boring!!!), which means it's just a bunch of ghosts. Sure, they provide a strategic benefit and I'm all for strategic benefits, but not when you can't defend them, not when you can't go out there and turn it back. On top of that, given the tools at your disposal and the base layouts we have, the last thing we need is more advantages to the attackers. Look, if you want there to be a terminal that disables interlink style radar (if interlink radar: all-moving-objects-automatically-on-radar ever returns), sure. Put it somewhere in the facility. But what you ask people to do is to get out of a sieged base, without say... decent radar, travel a few hundred meters out of any cover towards a position in the field that even if you do manage to get back will be flipped a few seconds later again. It's just not worthwhile. It shouldn't be done, period. EDIT: anything you want to do as benefit with that terrain, it should have a passive effect. For instance, effect of being considered friendly territory, causing Bio Lab effect to be active. Last edited by Figment; 2013-04-22 at 06:05 AM. |
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2013-04-22, 09:48 AM | [Ignore Me] #45 | |||
Sergeant
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