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2012-05-30, 04:51 PM | [Ignore Me] #1 | ||
Here are the reference links:
Interview with Matt (timeframe 32:15-35:30): http://www.planetside-universe.com/s...59&postcount=1 Supplementary reference by Matt (BC 2 Arty): Battlefield Bad Company Beta Artillery Gameplay - YouTube Artillery by the name of Orbital Strike is artillery, and is even referenced by Matt as artillery, especially the TR variant. However, this artillery is not a vehicle, and I like this implementation. Why? Because PS1s constant barrage of spammy C5 splendor became rediculous... Apparently they have this in mind by limiting the use, not removing the use of artillery, though we are calling it an orbital strike. Which, in my opinion, is just a futuristic evolution of the artillery mechanic anyway, so it fits in perfectly. Most importantly to me, it will be there... and I will not feel like there is a big hole in the "art of war" where artillery should be (...that is a big fat shit-eating grin, BTW). I have played many board games where there was "off-board" artillery, and I always loved that mechanic, and was hoping they would find a way to apply it in PS2, and here it is. "Big guns" in the distance, brought to bear... very happy. We may not have a Flail (thank God), nor an MLRS, SPA, Fixed Gun, Field Gun, Death Star, whatever... but the "off-board" mechanic is very familiar to me, and I am happy to see an online game manifestation of it in PS2. Especially given the resource cost, timing variations, multiple patterns, and warhead yields... described by Matt, which is more than I could have asked for in an "OS"
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! |
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2012-05-30, 04:56 PM | [Ignore Me] #4 | ||
Colonel
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Artillery needs to be from a physical source like a Flail that can be hunted down and killed. Not an off the map unlimited source like BC2 that has an extremely short cooldown.
Most people don't want Flail because they they cannot accept a strategic element to the game that requires a strategic response(sending units to kill the Flails), a lot of people want duel simulators in which you are able to immediately respond by firing back. Now, if that's what people want, that's fine to want a duel sim, but don't claim to embrace strategy if you seek to remove strategic assets. |
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2012-05-30, 04:57 PM | [Ignore Me] #5 | |||
Lieutenant General
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But we've known OS's were in for a while now.
It is simply not a fun mechanic. Last edited by Bags; 2012-05-30 at 04:58 PM. |
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2012-05-30, 05:00 PM | [Ignore Me] #6 | ||
Major
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There's still a huge difference.
When I hear artillery (especially in PS terms) I think of a flail sitting incredibly far away and just sitting somewhere firing into the sky. This would require you to be relatively close(r). |
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2012-05-30, 05:01 PM | [Ignore Me] #8 | ||
Contributor PlanetSide 2
Game Designer |
I like how Matt described it. Its reasonable.
They could also add artillery as capturable and also a destroyable structure, like one of many capture nodes for a facility. One capturable node could be an artillery battery that could be used to bombard targets on the other side of the continent using a map-based targeting system from inside a control room. That gives strategic options to capture that artillery, destroy it, or hold the control room. I think that could be done in addition to the orbital strike mechanics Higby is talking about. This sort of artillery would be something that is on a shorter cooldown and potentially a lot more devastating. |
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2012-05-30, 05:05 PM | [Ignore Me] #9 | ||||
Colonel
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Last edited by Stardouser; 2012-05-30 at 05:07 PM. |
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2012-05-30, 05:10 PM | [Ignore Me] #10 | |||
Though, at least we have a variety of "off-board" artillery, and that is at least enough for me to salivate. I too, would like vehicle version, but most important to me is the presence of the combined arms effect, to which artillery is a part. Now, in this structured implementation (yield, pattern, timing, resources), it will at least be there
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! |
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2012-05-30, 05:30 PM | [Ignore Me] #13 | |||
Captain
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2012-05-30, 05:39 PM | [Ignore Me] #14 | ||
Think about the implementation of our new friend the "OS"... These are all described by Matt.
1. Resource cost/timer: This will kill the spam or make you a one trick pony for a short time, and make it something to use sparingly, with some forethought. Though, multiple coordinated "users" might be able to carpet, we'll see. 2. Timing variations: Short timer is akin to the sychronized artillery bursts used to make a kill zone you can not escape, or take cover from. Long timer creates a detention area, where you keep out of, because you dont know where and when the next one is going to drop, for a duration, ie. heads down... suppression... 3. Multiple patterns: Varied terrain, different angles of approach, large area, small area, enemy dispersal... Now we can adjust fire for that, and select patterns of impact. 4. Warhead yields: High resource big yield for breaking a stalemate. Low yield, less resource for suppression, and thinning the herd. This is how I understand what he said, and it equates to "caliber". 5. Ammo: Hell, he even metioned a "pool", like grenades. You purchase strikes, with resources, and call-in your artillery as needed. This implementation smacks of remote-model artillery to me. We can call it an "OS" though, they do the same thing. Point is, artillery is in. This isnt just an EMP blast kill zone now... Edit: Ammo reference.
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! Last edited by Grognard; 2012-05-30 at 06:50 PM. |
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2012-05-30, 05:41 PM | [Ignore Me] #15 | ||
Sergeant Major
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Artillery in the form of a flail is something that while makes perfect sense to use in real life, doesn't translate to fun in a game.
Artillery in the form of an OS is something I think most people are ok with. As long as there is enough restrictions so its like the OSes from 03, rare, not the OSes from 05+, every 10 seconds. |
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