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2012-12-01, 05:29 AM | [Ignore Me] #61 | ||
Lieutenant General
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If the hack time changes the moment one person of your empire is in the base, all it would trigger is Dark Light everywhere.
IF there was a reduction in hack timers, it'd have to be something like this: 1 link: 15 mins standard hack and hold 2 links: 14 mins hack and hold 3 links: 13 mins hack and hold 4 links: 12 mins hack and hold Why? Because it takes more time to respond to a new threat than to a threat you know is there. But if I can't insta-resecure, but have to hold a point as an infil there's no point in having infiltration skills to bypass 20 people in the room, it won't do a thing. Tug-o-war is not good for infiltration nor infil resecure, that's only good for zerging outfits, IMO. Note also that any tug-o-war makes last ditch Galaxy drops unattractive, because a Galaxy drop does not have the endurance to last an entire hold: it's a resecure mechanic due to being one single strong wave of concentrated force on a pressure point. It doesn't last. That's one reason why Galaxies are so underused in PS2, they only work on the insta-flip outposts of main bases. |
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2012-12-01, 09:34 AM | [Ignore Me] #62 | ||
Major General
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^ I agree with that Figs. I was thinking hex adjacency yesterday to speed up hack but your lattice link example makes more sense due to the fact that the lattice exists in PS1. I totally agree about needing to hack the CC term, not just stand by it and watch a progress bar. I don't like that in PS2, and wish they would make the CC term hack required in PS2 as well.
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2012-12-01, 11:14 AM | [Ignore Me] #63 | ||
Lieutenant General
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You know, I think it would be good if the moment of hacking determined the time it takes.
In PS1, if you hacked an LLU base without a friendly linked, unhacked base available, it would not spawn a LLU, but a hack and hold. I mean, it's quite possible the amount of links changes and you wouldn't want that to affect the timer (would upset any planning which is on a tight schedule already and that is frustrating for the attacker/resecure team and feels like a cheap "oh we got it already?" for the holder). Kinda like how the PS2 influence system was experienced at first (external influence suddenly changed the entire fight). Come to think of it, in PS2, the moment of hacking could reflect the amount of influence you have at that point. That'd make the timers more predictable. But that'd only go for single CC bases really. |
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2012-12-06, 06:16 PM | [Ignore Me] #72 | ||
Brigadier General
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They would need to give PS1 a new engine, fix all the bugs + come up with a proper way to monetize its after its F2P.
In other words, dont hold your breath. Nothing is going to happen. Last edited by basti; 2012-12-06 at 06:18 PM. |
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2012-12-06, 07:44 PM | [Ignore Me] #74 | ||
Staff Sergeant
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The servers are STILL up. Smedly's words: "no one plays the game anymore." So why are the servers still up if they're not making money? Because it probably costs little to nothing to keep them up. There's literally no reason not to make PS1 F2P. Smedly said "no time soon" which to me means it's happening, just not any time soon. They probably don't want to risk taking any steam away from PS2 so the logical choice would be to release it after PS2 has been out for some time.
Last edited by CrazEpharmacist; 2012-12-06 at 07:45 PM. |
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