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PSU: Are we dead yet?
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2012-03-23, 12:55 AM | [Ignore Me] #76 | ||
Looks like he finally called it a day. 10 hours of answers is impressive. The AMA will still be visible likely for the next 6-12 hours so I presume he'll pick up again in the morning to answer the remaining questions he gets that haven't been asked already.
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2012-03-23, 01:08 AM | [Ignore Me] #77 | ||
Sergeant Major
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Higby by far cares about this game and community,Higby and T-Ray make me wanna play this game even more just by how they treat us and give us information and there time. I have never seen game devs interact with a community this much.
Higby |
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2012-03-23, 01:18 AM | [Ignore Me] #78 | |||
Colonel
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They will have their uses, but require a different variety of support. Hmm.. I wonder if Sunderers will heal MAXs. Always felt lodes should have repaired them in PS1. |
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2012-03-23, 01:30 AM | [Ignore Me] #80 | ||
Contributor PlanetSide 2
Game Designer |
Wow he actually made it through all my questions, that's amazing! We learned some key things about Infiltrators... - They can hack terminals for resupply - They will likely have additional spotting bonuses than other classes This IMO makes it worthwhile to have at least 1 infiltrator in each 10 man squad. Since HA are the AV class I expect that will be a high-demand class for infantry. Squad Spawn having an option (if spec'd) to spawn on any member of the squad is a cool thing also. I like this a lot and helps address why you would want a larger squad with a well-spec'd squad leader as opposed to a bunch of smaller squads. Personal rewards for resources - I am making a reasonable assumption this means people involved in the capture of a territory get a bonus for the capture in addition to the residual recurring benefits of ownership. Medkits exist! Probably like Grenades I assume, you buy them with resources. Another consumable is good for a resource sink. Different resource needs per empire is interesting. What NC might need for Tanks TR use for infantry and VS might use for aircraft. Cool concept. I'm glad they have this sort of dynamic. I believe it will add significantly to strategic gameplay. 5-7 is a lot of objectives within a facility, that sounds awesome! The server-generated missions thing is an interesting tool. I had always imagined they could use that concept to either funnel people together or separate them so the lag isn't too bad. For low population situations they'd funnel, and for high populations they'd spawn up more missions to different locations to spread people out. I like this solution, it fits and makes good use of the mission system. I like Darklight Scopes & Flashlights, perfect tradeoff system. I'm sure you'll be giving up some tempting sidegrades for those like suppressors, or the laser pointer, or ACOG-type sights, etc. And of course, the Squirrel nuts statue! Counting on Higby to deliver this and convince TRay that it is a ship-blocker! |
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2012-03-23, 01:34 AM | [Ignore Me] #81 | ||
Colonel
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Squad spawning in a game like this is a bad idea in the first place. We'll be fine if it's a cooldown on the squad leader ONLY, but being able to spawn on every squad member just brings the stupid to a whole new level.
Last edited by Zulthus; 2012-03-23 at 01:35 AM. |
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2012-03-23, 01:38 AM | [Ignore Me] #83 | |||
Contributor PlanetSide 2
Game Designer |
It also frees up the squadleader to be a real combat leader and not some pussy that hides behind everyone else trying not to be killed. |
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2012-03-23, 01:39 AM | [Ignore Me] #84 | ||||
Contributor PlanetSide 2
Game Designer |
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2012-03-23, 01:49 AM | [Ignore Me] #88 | ||
I am VERY optimistic about this passion project so far, Ill hold off on judgment and name calling until I can actually get my hands on it.
Higby is awesome for doing this. It would be really cool if the other devs could hop on the AMA train and spill some more info. |
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