Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Where playing Dungeons and Dragons isn't frowned upon.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
View Poll Results: 9sanc v 3sanc | |||
3 empire footholds per continent | 33 | 23.24% | |
1 empire foothold per continent | 109 | 76.76% | |
Voters: 142. You may not vote on this poll |
Thread Tools | Search this Thread | Display Modes |
2012-03-30, 08:55 PM | [Ignore Me] #14 | |||
Contributor PlanetSide 2
Game Designer |
It's the "giving up and leaving" part that is shitty that they are fixing. You don't want people to give up and leave. That leads to downtime, and parts of the world that are effectively cut off from approximately a third of the population. It leads to stagnation and the requirement to have a "raid" formed up to break into a continent to try to get a real foothold in order to effectively wage battle. That part is being removed in PS2 with the footholds. The consequence is never truly being able to kick an empire out of the continent. Why is that a bad thing? The only reason I have is that it removes the sense of accomplishment of "victory" on that continent. But in reality, victory was had long before they were physically removed when their back was broken and they started losing territory. Thus there are other ways to grant the feeling of "Victory" without locking the continent and kicking people out. This is a GOOD change to Planetside. I didn't believe it at first myself but when I took the time to really think about what was being lost I realized what footholds actually give back to Planetside. 1) More battle options - that's right, everyone has more battle options with footholds. 2) Less attacker handicapping - in PS1 Attacking a continent was severely against the attacker due to not having a resupply base. In PS2 attacking is more fairly balanced against defending and so there will be more action and movement. 3) Less downtime. That last part of a continent cleanup was terrible. There were often cases where an empire would give up because they knew they were in an unwinnable situation and just leave. Then you sit around waiting for the continent to be cleaned up. 4) Less wind-up time. The other side of the downtime is the wind-up time before you can begin a new offensive and competitively wage war in PS2 - you had to crack into a continent. Usually that required CR5s and outfits to coordinate and hit a specific location, ideally with as much secrecy as possible. Unfortunately there wasn't much to keep secret because they generally only had 2-3 viable targets. Either the defenders were there waiting for them and you had a failed assault, or you gobbled up huge amounts of land with little to know opposition. More boredom. In all the downtime + wind-up time could easily span an hour or more of not-much-going-on. Less wasted time, more options, more action, more progress. That's what footholds bring to the table. They do not in any way create a 3-way stalemate - that is just nonsense. What they do is make it a lot harder to completely remove an enemy from a continent. And the bottom line with that is that its bad for the game, thus the existence of the footholds. If you want victory conditions, that's a great discussion on how those can be added in without breaking the foothold model. Lots of ideas have been proposed about that, many of which are perfectly viable without continent locks and blocking off huge chunks of territory. Last edited by Malorn; 2012-03-30 at 08:57 PM. |
|||
|
|
Bookmarks |
|
|