Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Ooohhhh..I can't understand Macs
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-03-23, 07:26 PM | [Ignore Me] #76 | |||
Lieutenant Colonel
|
My logic on why this would be fair: - it's not that difficult to take territory from one empire 2 empires fighting each other or when one empire is not attacking you. - a situation terribly detrimental to one empire should not be rewarded/promoted. - for 2 empires double teaming another empire, one empire is getting thoroughly f***ed up. Isn't that enough of a reward already ? |
|||
|
2012-03-23, 07:30 PM | [Ignore Me] #77 | ||
The core of this balance falls on the three Empire model. The more vast their territory becomes the hard it will be to defend. The other empires will want their real estate and will go for it. Not much is needed beyond that.
One thing that I do think that will need to be changed is truncated territory receiving full benefits. If you can cut off an area of their land, they should lose their resources to and from that area.
__________________
|
|||
|
2012-03-23, 07:30 PM | [Ignore Me] #78 | |||
More points, non-related, alternatives offered:
Last edited by NewSith; 2012-03-23 at 07:35 PM. |
||||
|
2012-03-23, 07:32 PM | [Ignore Me] #79 | ||
If you are receiving benefits to an empire as a whole, I would hope it is only received on the continent that you are on. Resources however, are collected and stored by the outfit, so you can pick up resources on one continent and move to another.
__________________
|
|||
|
2012-03-23, 07:35 PM | [Ignore Me] #80 | |||
Similar to lattice, yes, I believe that if we are talking about benefits gained from a facility, you should have to be to draw a line through owned territories to share it with other facilities. It is currently not like this.
__________________
|
||||
|
2012-03-23, 07:38 PM | [Ignore Me] #81 | ||
Lieutenant Colonel
|
You know what guys ? Sanctuary warpgates should just allow to pull out any kind of gear and vehicle.
That way, if you are double-teamed and zero-based, you do not need resources to come back in the fight. And during regular game situations, spawning at the sanctuary warpgate would take too long to make it worthwile (along with the risk of interception). |
||
|
2012-03-23, 07:43 PM | [Ignore Me] #82 | |||
Lieutenant Colonel
|
Imagine TR 48% / NC 48% / VS 4% and linear resource income only from territory controlled. Congratulations, Planetside effectively became a 2 factions game where the game for the 3rd is to get back into it until the other 2 decide to stop doing a 66% vs. 33%. Have this happen often and it could get annoying very fast. Edit: just to be clear. I agree there is nothing wrong about double teaming except for that specific case which was the theme of this thread ("the rich getting richer"). Last edited by sylphaen; 2012-03-23 at 07:49 PM. |
|||
|
2012-03-23, 07:50 PM | [Ignore Me] #83 | |||
My idea is just the history of war... What do underdogs do when they are out of stuff? Steal... destroy... sacrifice... I think the mission system would be perfect for this... I'll illustrate some basic missions that would be used as a proactive way to "adjust the economy" without sacrificing the will to conquer territory... 1. Partisans... Back hacking in the enemies rear areas allows for a resource gain for each minute the hack is in progress, regardless of success or failure. So, the needy empire always gets something for the effort. It puts a similar drain on the owning empire for each minute also, which simulates supply line interuption abstractly. Resource gain should probably tie into the hack timers to simulate the value of "fresh / untouched" areas which should be considered more productive for having seen less war ravages for longer, as an abstraction... If the hack succeeds, then this territory would produce very little if it is recaptured, due to an implied scorched earth policy of the back hackers efforts. IE... typical partisans... 2. Sabotage... Missions in the rear of empires that attempt to destroy infrastructure. These could be hacks that are quicker, but do not allow control, just a destruction of resources. Sometimes you just want to jack them up, you may not need the territory... so the timer for the missions hack is far less to complete. 3. Raid... These missions are similar to sabatoge missions, but if an empire needs resources more than they need to deny resources, then this is a marauder mission on "depots", abstracted... Think in terms of attacking baggage trains, depots, convoys, etc. Similar to sabotage, but there may be an element of extraction involved, much like PS1s LLUs. 4. Scorched earth... If you presently own a territory that is in danger of being taken, there could be a mission(s) of scorched earth, where you destroy a territorys usefulness for a period of time, and this means if you keep ahold of it, you screwed yourself too... It could be as simple as multiple hacks on your own structures, each one reducing, or lengthening the resource degredation of a given territory. This one is cool, because you never know who gets hurt, or helped by this, so feints and diversions could cause the enemy to damage themselves. All this could be done with no damage to the resource system for territory aquisition, and fleshes out the mission system even more, since it would interact with the meta economics, for more strategy. If tuned well, this could even things out meta-wise, and really FORCE empires to maintain villigance on the rest of the map or really SUFFER from complacency. Edit: Spelling stuff Last edited by Grognard; 2012-04-25 at 12:17 AM. |
||||
|
2012-03-23, 07:58 PM | [Ignore Me] #84 | |||
Contributor PlanetSide 2
Game Designer |
1) Enabling the have-not empires to wage effective war 2) Motivating the have-nots to fight 3) Maintain the intensity of the battle 4) Making it difficult to hold lots of territory I don't see how making the resources less valuable addresses any of these issues. It does not help the Have-nots wage war - they are still resource deprived. It does not motivate the have-nots to fight It does not maintain the intensity of the battle - if anything it hurts it by causing the dominant empire to give up and go somewhere else It does not make it more difficult to hold lots of territory - all it does is make holding lots of territory less enticing. It doesn't really solve the problem, it just reduces the motivation of empires to take lots of territory. It won't prevent it from occurring, nor does it help recover the situation in a fun way. I like the vehicle timer reduction idea - that should go along with discounts. The idea behind discounts and vehicle timer reduction is to remove risk from the underdogs so they go out there and try to take territory. Since they have almost no costs and the dominant empire has plenty of resources to pay for vehicles they can stay competitive and have a raging battle at little to no risk of the underdog. The alternative is them taking their ball and going home. |
|||
|
2012-03-23, 08:05 PM | [Ignore Me] #86 | |||
Lieutenant Colonel
|
5) Do not reward 2 empires for raping the 3rd It does not reduce the motivation of an empire to take lots of territory. It reduces its motivation to keep taking from the weakest. Edit: recovery will come by offering incentives to attack the stronger empire of the other 2. FYI, I proposed dimishing returns for situations of double-teams to not incentivize double teaming. Why ? Because double-teaming would always become an optimal strategy: one empire is out and you gain more resources from this situation. Why try anything else ? Last edited by sylphaen; 2012-03-23 at 08:12 PM. |
|||
|
2012-03-23, 08:07 PM | [Ignore Me] #87 | |||
First Sergeant
|
I think that is the kind of modifier that serves helping a low population better than it does one without much in the way of resources/territory, as I feel it helps replicate the effect of having more players. While there is probably a correlation between low pop and not having territory, they are of course not one in the same. So whilst they most likely will come into effect at the same time, I believe they should remain separate. |
|||
|
2012-03-23, 08:08 PM | [Ignore Me] #88 | ||||||
Contributor PlanetSide 2
Game Designer |
From the PS2 Public Panel Video from July:
I made an entire transcript of everything related to the Territory Control system in this thread: http://www.planetside-universe.com/s...ad.php?t=36613 For reference here's two key things from that transcript. On resource distribution:
|
||||||
|
2012-03-23, 08:20 PM | [Ignore Me] #89 | |||
Contributor PlanetSide 2
Game Designer |
The 3-empire system is what prevents one empire from getting too strong. As Evilpig said, double-teaming is the purpose of the 3-empire system to keep one empire from getting too strong, even when they have 50-60% of the global population, the other two can still team up and be competitive. The key is to make this sort of behavor natural, and not the sort of behavior where one of the weak empires piles on the other weak empire. We can influence that with incentives and missions. The bigger issue is motivating people to fight on a lost-cause continent, and giving them the vehicles and tools they need to be successful and carve out a foothold. |
|||
|
2012-03-23, 08:28 PM | [Ignore Me] #90 | |||
Contributor PlanetSide 2
Game Designer |
Even if the underdog had a huge population but no territory and everyone got free vehicles, they'd pull what, one free vehicle each before they captured enough territory to remove the bonus? That one vehicle isn't going to make much of a difference and if anything it gave them a tiny little reward for coming to a continent they had no foothold on and capturing some territory, so I don't see any problem with it. The only exploit to watch out for is people using a continent with no territory to get free/cheap vehicles and then taking them through the warpgate to another continent. Thats bad, but could be easily stopped by setting a flag on the vehicle making it so that vehicle either can't go through a warpgate or it is destroyed if it does. |
|||
|
|
Bookmarks |
|
|