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PSU: Puts The Fun Back In Fundamentalism
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2012-12-20, 04:08 PM | [Ignore Me] #91 | |||
Private
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Go make more friends. |
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2012-12-20, 04:09 PM | [Ignore Me] #92 | |||
Brigadier General
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Ingame systems are pointless. I dont need an ingame alliance system, i use TS3 and a forum anyway. That ingame alliance system my give us access to some fancy tools, but we can just create 2, 4 or a hundred alliances if we need to. Same with a member limit to outfits. Just create more outfits. There really is no problem folks, large outfits are fine. Smaller outfits can deal with them, if they team up and work together. In the end, 100 people will always win against 10, thats just the way it is and always has been. Folks, really, stop trying to find issues in the game when the only reason those issues exist is you. Fix stuff yourself, form an alliance. |
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2012-12-20, 04:10 PM | [Ignore Me] #93 | |||
First Sergeant
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these were always done by more mobile and close knit outfits - we [LFS] blew all the blowable Gens on NC Hossin SIMULTANEOUSLY at one point, getting so many members onto a continent without creating a solitary hotspot and then coordinating the simultaneous gen drops with 30 odd players is the kind of gameplay that the smaller more mobile outfits can give to the game but atm as you say hamma the zerg is the only route atm. |
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2012-12-20, 04:18 PM | [Ignore Me] #94 | ||
Master Sergeant
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You get the smaller outfits working together effectively it then doesn't matter if there is a single 1000 player zergfit or ten 100 player outfits each with a couple squads online.
There might be an argument that multiple independent teams get their specialist jobs done better. The key is communication. The in game capabilities are useless and trivialized. I started to write an analysis of /leader and /order. Instead I'll just put what I'd like to see as changes/features. Continental command should be focused on active Squad and Platoon leaders.
The first is the leading of squads and investment in command certs. The second recognizes the contribution of outfits.
This is all irrelevant the moment we get custom channels. Ideally we would like to build relationships with outfits and self-moderate. Other useful features would be intel based.
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2012-12-20, 04:21 PM | [Ignore Me] #95 | |||
PSU Admin
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Though I totally agree that's a great way to get shit done |
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2012-12-20, 04:28 PM | [Ignore Me] #96 | |||
Brigadier General
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I do agree that there is not enough stuff for small outfits. In fact, what can we actually do? Attack and defend bases. Thats it. There is no behind enemy lines stuff, nothing to do in a empty hex that benefits the zerg, but doesnt put yourself into a zerg. No generators to blow and hold down to deny tech. No NTU drains, just nothing. I guess thats gonna stay for a while, game needs time to evolve. |
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2012-12-20, 04:30 PM | [Ignore Me] #97 | ||
This problem has absolutely nothing to do with outfits or outfit size. You could be facing a massive non-outfit zerg army and have the same issue. The defenders could be a non-outfit pickup platoon and you'll have thes exact same issue.
The issue is, bases aren't designed with defense in mind. You need at least as many defenders as attackers to defend a large base (except for bio labs). That's just wrong. Last edited by QuantumMechanic; 2012-12-20 at 04:31 PM. |
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2012-12-20, 04:31 PM | [Ignore Me] #98 | ||
Major
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The problem with giving small outfits something to do is.. what can you possibly give a small outfit to do that a large outfit would also be able to do? What makes a specific objective more small outfit friendly? Then why can't you do that in PS2 currently? How would you go about adding something similar to the game?
If you can answer those then maybe those things you bring up will be added to PS2 in the future. Right now a lot of the problem is like what someone else mentioned. 3 factions and only 3 continents. You get 1 or possibly 2 factions rolling in a continent and then the other will take stuff on continents that the zergs aren't focusing on. Until there are more things to do then you can't really spread out the zerg or large guilds much so they will tend to gravitate to where the bigger fights are or they will just steamroll over anything not being contested. |
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2012-12-20, 04:33 PM | [Ignore Me] #99 | |||
Major
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2012-12-20, 04:36 PM | [Ignore Me] #100 | |||
It would be great if there were more types of objectives, but don't think that larger outfits would not target these same objectives. We already do as much as we can behind enemy lines to interfere with the enemy.
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2012-12-20, 04:42 PM | [Ignore Me] #101 | ||||||
Major
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2012-12-20, 04:45 PM | [Ignore Me] #102 | |||
Contributor General
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If, say, blowing a tech plant gen removed tech benefit then that would be a good spec ops target and good for a small outfit, especially if it was the tech on Esamir. If the small outfit and defended the gen the rest of teh empire could take advantage, you'd hope. On the other hand it would also be a good target for the spec ops division of a large outfit such as Robo's, but also others and in which case the rest of their outfit could , hopefully take advantage. The real problem, apart from spec ops oportunities, is not large outfits but inability to stop the zerg or a big outfit push. ie it's all about defensibility together with spec ops. As I said before, I'm sure Higby et al would like for these types of things to be in the game but exactly how and when is open to speculation. Oh and +1 for additional continents. Further, why do some think additional continents mean that the population will be spread more widely? If that does happen (it didn't in PS1) it will become a major problem. |
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2012-12-20, 04:56 PM | [Ignore Me] #103 | ||
Major
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No matter what happens, the zerg will live on. No amount of tweaks, changes or incentives will change that.
However, there are always exceptions to this rule, what I'm saying is that given a certain population level, the number of exceptions goes up. Right now, there are just a few running outside of the zerg. Increase the population and that number goes up, enough to provide smaller outfit activity, which I rather enjoy myself. Right now it's all or nothing. |
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2012-12-20, 04:59 PM | [Ignore Me] #104 | ||
Lieutenant Colonel
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As a tactical officer in PG, I pretty much have resolved to not even log in because all that happens is tank spam and zergside precisely because of massive outfits and large as hell numbers of people naturally grouping up anyway.
There needs to be content for smaller, more precise outfits to thrive off of where large numbers of groups and armor won't work or isn't viable. It also wouldnt hurt if bases were defensible and required thought and planning to take something that was actively defended. Though they nerf that at every turn, so, I just see zergside every day all day for the foreseeable future and the next couple of years. right now, large groups of people hurt the game more than help, and a lot of it has to do with quick ttk and the nature of vehicles. it wouldnt hurt to make tanks require a dedicated gunner, or to significantly lengthen their spawn timer or increase the resource cost, either, but we know Smed's two cents on any of THAT. The nature of air v ground dominance doesn't help, either. The requirement to have a dedicated a2a group for every ground detatchment hurts small outfits that are primarily mobile/mechanised infantry, and in some cases is prohibitive for some groups that don't have people to spare. Its a large combination of the above, and the problem is only magnified in large groups of people, outfits or zerglings alike. Until the majority of that is fixed, this problem will remain, and is only likely to become worse and worse until there is a fundemental switch in developer design/intent.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2012-12-20 at 05:07 PM. |
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2012-12-20, 05:02 PM | [Ignore Me] #105 | ||
Lieutenant General
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Not mentioning outfit names should also include people posting to defend their outfit
On my server there is an outfit with over 1600 people, it's very open, anyone can join, anyone can listen, and they don't actually do much tactical play, but it helps them coordinate with more then 11 other people. The effect large outfits can cause now is like the effect CR5s had on normal zerg in PS1. It's just to help coordinate, "Air go here, tanks meet up here, hit this target." In my opinion the problem is the lack of command support from the game. The Mission System was sold as this huge keystone that tied new players and vets together, and it hasn't even been mentioned post launch. We really don't have enough tools to coordinate on a large scale : /
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Last edited by Lonehunter; 2012-12-20 at 05:04 PM. |
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