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Old 2012-09-02, 05:58 PM   [Ignore Me] #61
Timealude
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Re: Territory System, is Adjacency required?


The only thing I really find annoying with the Adjacency system is if your all the way spear heading into enemy territory they can come in from the side and cut off your adjacency to mess up your flow, IMO this seems more like an anti zerg system.
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Old 2012-09-02, 06:10 PM   [Ignore Me] #62
Stardouser
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Re: Territory System, is Adjacency required?


I don't think we need base walls on a blanket basis, but we need for most bases to be in some variable way defensible. For one base it might be walls, for another it might be not fully walled in but it's on the peak of a mountain. Note: I'm not talking about the Crown, I'm talking about a MAIN base on top of a REAL mountain peak. I'm talking a steep peak where ground assaults not coordinated with air would be suicide as fire rains down on your head.

Other bases might have a significant presence of AA or ground to ground turrets. And yes, that means you'll have to take them out with coordinated strikes, instead of attacking one player at a time then rushing to the forums to ask for turret nerfs.
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Old 2012-09-03, 12:23 AM   [Ignore Me] #63
Tamas
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Re: Territory System, is Adjacency required?


I prefer adjacency - first I remember Frontlines: Fuel of war - I love the front fighting and being pushed back/push yourself.
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Old 2012-09-03, 09:48 AM   [Ignore Me] #64
Oryon22
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I fully approve the adjacency system. We'll see how it matures through beta.
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Old 2012-09-03, 09:57 AM   [Ignore Me] #65
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I approve of adjacency if for making bases (much) easier to capture. Just not for making back hacks impossible. They should be allowed, but difficult to do.
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Old 2012-09-03, 10:41 AM   [Ignore Me] #66
MaxDamage
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Re: Territory System, is Adjacency required?


I feel it's an improvement.

Originally Posted by DjEclipse View Post
We need base walls in a hurry.
They have gorgeous wall models available to use.
The siege system was cool in Planetside.

Not sure if every base needs that.
There is a lot of variety I think to base layouts and capture strategies, I particularly enjoy raiding Bio Labs. Great fun!
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Old 2012-09-03, 11:51 AM   [Ignore Me] #67
Ryoji
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Re: Territory System, is Adjacency required?


Originally Posted by Shogun View Post
a system is needed, but i loved the ps1 system most. i just don´t know how to transate it to ps2.

we need indicators on map like the flags in ps1, and enough time to react if one shows up.

the status of bases on the map as it was in ps1, was extremely valuable. can we get something equivalent? i want to click on a base and get a summary window with all relevant data. status of capture points, status of generators, shields, terminals, etc.
my main concern is lack of information about anything.
right now it plays like a normal arena shooter. click a random instant action point and kill someone there. coordinating anything is extremely hard right now.
Haven't played yet with the adjacency system active - looking forward to see how it changes things and agree with you that more useful base info should come through via the map. Sorely miss the info you could glean from PS1 map and hope that similar info is brought in for PS2.
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This is the last VIP post in this thread.   Old 2012-09-03, 11:53 AM   [Ignore Me] #68
Malorn
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Re: Territory System, is Adjacency required?


Should be no surprise to beta players but I love the adjacency rule.
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Old 2012-09-03, 12:28 PM   [Ignore Me] #69
ziegler
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Re: Territory System, is Adjacency required?


My thoughts are....why have a class called infiltrators then?


I would be ok with adjusting how a non-adjacent base is captured. Perhaps a 10 minute timer to capture it and only by the relevant sniper class.

Or auto AA on non-adjacent territory to make gal dropping on back lines harder.


I am against arbitrary ...Thou SHALT NOT DO this thing or that thing.....
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Old 2012-09-04, 06:01 AM   [Ignore Me] #70
Raka Maru
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TBH, Backhacking is fun sometimes. I get out of the meat grinder for a while and get to concentrate on fighting small organized recovery teams. Plus, for now at least, I don't lag to 5 FPS when I'm away from the front.

Hack timers are fine IMHO, it's the reencryption timers that are too low. The highest I've seen is like 5 min? Some last just 1 min. Say a backhacker takes a base, or a recovery team resecures it, that base should stay the faction color for 30 minutes allowing the back hacking empires to have time to either send a force (by spawning there) to take the next hex or for the dominant empire to ignore it for that time knowing it is secure, for now.

This is how you develop a real 2nd front line.

Backhacking a big facility alone or with only 1 other person is already almost impossible because of the distances to the other capture points and the speed of the controlling empire's timer. Don't put an arbitrary number of people required to hack it, just adjust the timers for balance. Then the backhackers will need to coordinate.... Ready, set, capture!
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