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2012-03-14, 11:04 AM | [Ignore Me] #46 | ||
Private
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I'm going to miss actual Sanctuary continents, if only because they were extremely useful when organizing for mass Gal drops or tank/vehicle ops. Trying to organize that kind of operation at any other base on a 'live' continent (even a 'secure' one) would be chaotic, as many courtyards never really had much in the way of free and clear space like Sanctuaries do, and the surrounding terrain was often quite rough as well.
I don't care what form they take - whether they're orbiting troopships, safe continents, or whatever - I'd rather see Sanctuary-type locations stay for logistical and organizational purposes. An uncapturable foothold or 'sanctuary base' per continent doesn't seem right to me, though. Besides, if one side throws all their forces into defending their final base, and another is stupid enough to all-out attack said base... the third faction is going to have a field day on the attacker's flanks. Unless they both team up to hit the final base, any 'final base' assaults are doomed to fail - the defenders will hold out until the attackers realize they're losing territories and resources for a miniscule gain, and proceed to withdraw to defend their assets, allowing the defending faction to reestablish themselves and reclaim surrounding territory. Last edited by Arcalane; 2012-03-14 at 11:13 AM. |
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2012-03-14, 11:11 AM | [Ignore Me] #48 | ||
The Sanctuaries certainly had their charm, but getting rid of them does have it's positives as well. That is all wait and see.
I find it interesting that I see some who complain about a win condition, yet also complain about fights becoming stale. If there was a way to win the war, then it would become fresh with a restart. "Persistent" does not mean never ending. The beauty of having a win condition is that each time the war is won, something can be tweaked to change it up a bit. Now, I don't know how many players here have played games that are persistent and can be won by a side, but these campaigns can take weeks, even months to happen. That hardly disrupts the persistence of things and offers great satisfaction to victory. It also adds great motivation to those who did not win to try to accomplish it next time.
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2012-03-14, 11:16 AM | [Ignore Me] #49 | |||
Lieutenant General
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2012-03-14, 11:22 AM | [Ignore Me] #50 | ||
Private
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Just skimmed through quickly.. Immediate thought was to calculate the center most hex to be uncappable as your hq so to speak.. so if you for example push west your uncap base would move accordingly and there would be no threat of being totally removed off the map.. Like I said this is in no way thought out solution, just a quick thought to chip in.. I'd prefer variation in locations.
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2012-03-14, 11:28 AM | [Ignore Me] #51 | |||
Sergeant
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It doesn't give a sense of ownership to the victorious empire when the other empires are sitting right there within spitting distance organizing their comeback. |
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2012-03-14, 11:36 AM | [Ignore Me] #52 | ||
Contributor Major
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While "migrating" footholds wouldn't be something I'd argue against, I don't see this as a huge problem.
Planetside has always had some areas that were "home turf" and always the first in line to get reconquered when an empire was coming back from a serious defeat. In fact, at release, Planetside 1 had entire *continents* that were "home continents" for some empires, because *one base* on that continent was linked directly to the sanctuary through the warp gate. In fact, there were entire continents that one empire or the other rarely got to fight on *at all* because it was directly linked to both its' enemies sanctuaries. If I recall correctly, there were 3 continents that connected directly to two empires' sanctuaries, 3 continents that connected directly to one empire's sanctuary, and 4 continents that had no connections to any sanctuaries, with Oshur (or was it Searhus? The one with the massive crater that got split up) being the most "hops" away from a sanctuary, and equidistant from all 3. As such, it had the same effect as the footholds will. The TR basically always owned *this* end of Solsar, the NC always had *this* corner of Amerish, etc. If anything, the footholds will be somewhat better, because they hex system means there are more possible contact points. Instead of an empire fighting off sanc-lock at a specific facility (and that facility going uncontested unless they were driven all the way back and owned almost nothing on that continent...), now a foothold-locked empire has probably at least half a dozen adjacent hexes on which to mount their initial assault on their bid to reclaim territory. That's an improvement, in my book. |
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2012-03-14, 11:38 AM | [Ignore Me] #53 | |||
I am supporting either side of this. I can't wait to play it out and see how it goes. I would kinda miss sanctuaries, and I'm not a big fan of the foothold concept. You should be able to conquer a continent completely. You should be able to win the war. Beta will tell us what is best.
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2012-03-14, 11:43 AM | [Ignore Me] #54 | ||
Too add to what I was saying, we do not know the mechanics of how things will work. For all we know, while there is no lattice, resources will need a link through the hex system in order to be used. As you see in the GDC Demo, there is an area of NC territory that is truncated. I would expect that that area only has access to it's own resources. Such a system makes footholds more viable and not such death traps as the threat of, oh, I hate to say it, getting "back hacked" is greater if you are trying to smother one empire to their foothold.
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2012-03-14, 11:46 AM | [Ignore Me] #55 | |||
Lieutenant General
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Just going to post this again...
Last edited by Figment; 2012-03-14 at 11:51 AM. |
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2012-03-14, 12:14 PM | [Ignore Me] #56 | |||
Brigadier General
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If everybody had your selfish attitude of "well it's not fun for me, so fuck the empire" bases would never get captured. Believe me, most people do go off and not stick around for the continent lock, but SOMEBODY has to do the dirty work like staying behind to defend and mop up, or running an ANT to a quiet base. Getting rid of those boring menial tasks is an improvement to the game. |
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2012-03-14, 12:22 PM | [Ignore Me] #57 | |||
Lieutenant General
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For the record, I defended bases alone if I had to. I went to bases that were ghosted ALL the time. I CHOSE to. I could easily have said "screw that", I didn't, why? BECAUSE, like you are indicating now as well, I wanted to have the conts blue! It was more important to me than those fifteen minutes wasted not killing stuff. It is still your choice. They already got rid of the long waiting periods by having hexes around it influence capture time. They allow bases to be captured in segments. Which means, you have no argument for sanctuaries on cont. You know what's the worst thing about this? You can never leave a base you captured now. PS: Does anyone here remember pre-lattice times? Last edited by Figment; 2012-03-14 at 12:23 PM. |
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2012-03-14, 12:26 PM | [Ignore Me] #58 | ||
Private
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Not a fan of the footholds.
I like a central staging area for the entire empire. Like the original sanctuary of PS1 beta, before they broke it off into 3 areas due to lag. Which is still better then the footholds. First time I logged into the original games beta, with the old sanitary, I had a WOW moment. There was so much activity, and when I realized everything was being run by another player it hit me that this was going to be a great game. Beside the wow factor I just think the central staging point would be best. Outfits or whatever group of players you have can get set up and move out TOGETHER. They can head out to whatever continent, and be ready when they get there based on Intel from maps they are receiving. It is different every time they head out. Of if you’re not with a bigger group of players, and you see a large group forming up for something, you can see this, and ask to join up so your apart of something bigger. If we have all these footholds all over, then the empire and player base are spread out, and maybe not being effective for the empire as a whole or for the good of the empire if they choice to go that route. Outfit and other groups of player will always want to go their own way from time to time, and do their own thing. But if they want to be apart of something bigger, a central staging location would only improve the ability of all parties to be together when they reach the battlefield. |
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2012-03-14, 12:27 PM | [Ignore Me] #59 | ||
Sergeant
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I think what upsets Raymac isn't wether it's a choice or not, it's how being selfish is rewarded by having more fun and more xp to the detriment of everyone else while teamplayers get "punished" by having to wait for caps to go through.
If there ever was a downside to PS1 that was certainly one of them. |
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2012-03-14, 12:31 PM | [Ignore Me] #60 | ||
Private
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With 3 continents to begin with you could definitely make it so that each empire has a home continent that has one unconquerable base.
The way it would work would be if VS were forced off NC home cont they would be locked out from that strong hold for 3 hrs. NC would have 3 hrs to attempt to push TR out in that amount of time or push the offensive on VS home cont. The VS could then push on TR home cont. or prepare to defend their home cont from NC TR then have to decide where their main focus will be Non home cont. strong holds can only be hacked once every 3 hours. This is to prevent factions from constant strong hold locking. |
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