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2012-10-14, 03:18 PM | [Ignore Me] #32 | ||||||
Master Sergeant
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My issue with Orbital Ships as you are proposing is that while they do make things a bit more dynamic they also present issues of continued combat logistics and are also much more difficult to implement in the engine (we are talking writing brand new code to get something like what you are asking in). Not saying they couldn't be added later when the devs are adding multiple planets. But for now the ground based version is easier to do now and accomplishes exactly the same thing as what you are asking for. Sure we may not have more than 3 continents, but the difference in having a Sanc ON the continents rather than OFF them is that with a Sanc located on the continent the factions will hoard to a continent and 3 way battles will be less likely as each team huddles to their "home cont". By moving the Sanctuaries OFF the continents you bring in the random factor of attack can come from anywhere. Not to mention it makes for more dynamic play since any empire can cap any continent. We may only have 3 conts at launch, but they will be adding more. It is foolish and short sighted to not begin putting in place systems that will work well with the game 4-5 months down the line after launch.
Plan for success.
To me the biggest boon of such Sancs is to create the feeling of a world. It is incredibly important for PS2 to set itself apart and creating a compelling and interesting story to frame the war is something that no other multiplayer FPS has been able to do.
I would like to get the chance to discuss with Matt maybe the merits of both systems and see if the devs and community can come together to create a good solution.
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I reserve all judgment till Beta. But I'm still going to point and laugh. |
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2012-10-14, 03:43 PM | [Ignore Me] #33 | ||
Sergeant
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Yeah I guess this late into development it gets harder and harder to change core mechanics, but at the same time i'm finding myself logging out just because intense fire fights are few and far between (amazing when it happens). I'm hoping it gets better as I don't wanna see a game flop, but lacking that magic it gets boring very quick.
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2012-10-14, 04:02 PM | [Ignore Me] #34 | ||
Captain
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Wow, this is an impressive thread and a lot of thought and love for detail seems to have been put into it by the author. Thumbs up for this.
I also want sanctuaries. But since most points have allready been argued with detail, i would like to sum up my feelings rather than my thoughts here: Without a sanctuary i'm a homeless soldier, there is no place for which i am fighting, no place to tell the stories of war with a good drink. No place to train the recruits, and no place to hold parades in honor of our efforts. Without a sanctuary, a permanent single base of operations we are a ghost army, just homeless, roaming mercenaries but no soldiers with a home worth returning to. /pathos |
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2012-10-15, 01:21 AM | [Ignore Me] #35 | ||||||
Contributor PlanetSide 2
Game Designer |
With only 3 continents it's going to be nearly impossible to have meaningful cross-continent gameplay. You only have two options and you need to be able to have room for a lot of players to spread out and enjoy different continents at a given time. That means that these quasi-permanent footholds are something we will have to live with in the short term. I would encourage you to be patient with the footholds. They have an important role, it's only their permanency that is cause for concern. I feel that is a necessary evil for the time being. As the continents expand they could easily move to a more supportive role in the flow of continental conquest.
I can also see sanctuaries having certain properties like jacked up resource gain so anyone sitting in the sanctuary a short time can fill up your resource pool quickly. This would have two effects - first, it creates somewhat of a training ground where you can pull vehicles and such (using implants and some certs you could nullify the timers, sanc would nullify the resource cost). That's your basic VR. Second, it also serves the purpose of recharging for an invasion or after getting pushed out of an area. It gives you a place to regroup, fill up your resources, and form up a new invasion force to attack or defend something else, much like PS1 did. However, its important to also know what was not good about sanctuaries. They are twice removed from the fight. First they aren't on the right continent, and then they aren't at the fight on that continent. Footholds are only once removed, putting places a short flight away or an ATV ride from the battle. I can see new players getting lost in sanctuaries, not knowing where the fight is and quickly giving up on the game. To hook new players we need to get them into the fight as soon as possible so they can experience the massive and experience the huge persistent world. They can't do that in sanctuary. There are of course solutions to this, like making Instant Action much more intuitive, putting new players on continents and not in sanctuary, and other such mechanisms. I don't believe that footholds and sanctuaries are mutually exclusive. Both serve a purpose. Being an MMO, having a 'home' to go back to, socialize, and group up seems like something good to have. The identities of those homes make sense to map onto the faction lore, and I think you've done a great job at sketching those out.
NC sanc is perfect becuase it identifies well and describes why it is a sanctuary and TR/VS can't attack it. Might even work in an ancient 'geo warp" that allows NC to deploy into the main warpgate matrix. Throwback to PS1 and explains how that base allows them to be fully functional while buried inside a volcano. The TR one is close to describing why the VS/NC dont' attack it - if Fort Dominus was actually built within a city then VS and NC would be hesitant to attack it because they would easily be branded terrorists and incur civilian casualties (real or not), so the TR not only use the city as inspiration but also as human shields to protect their fortress. If VS or NC attack it they lose the support of the people and it hurts their cause so they leave it alone. Perhaps the TR first landed, built the fort at the warpgate and then the rest of the city was built around it - as cities often are built around places of security and transportation. Thus it becomes a control point within the city, a deployment point, a recruitment facility, and a giant wall of human shields protecting it from NC and VS attack. The VS one is also sort of close. The concept art for the sanctuary shows it on the water. What if it was actually under the water? What if it were a mobile base and the reason NC and TR don't attack it is because it's always in motion? An underwater exploration lab that is effectively a super submarine or even a fleet of them, scouring the ocean bed for artifacts while providing safety and the ability to surprise attack anywhere. I shamelessly stole this idea from SeaQuest and Terminator Salvation. |
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2012-10-15, 03:26 AM | [Ignore Me] #36 | |||||||||
Master Sergeant
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Also, the moment to moment gameplay is supposed to be your "hook" the objective and meta game should be the focus of longer session players. As it stands most people who log into MMO's today do so for an hour to two hours on average, and many people I know who play BF and CoD also play for several hours playing multiple matches. I am not saying that finding fun should take more than a few minutes; I am simply saying that completing major objectives should take time. And this is what Planetside 2 should focus on is what makes it different not the same as BF and CoD.
Footholds in their current form need to be scrapped and re-evaluated. I am not against other ideas however, and this is beta so I am more than willing to see how things go down the line. I just think that Sancs as proposed would be not only a great feature for new players to learn the game and get an idea of the factions they join; but also help set up for when the game expands. Always plan ahead.
Have Huge maps in a logistic room that shows the different continents and the fights on them. This does two things: One it shows players where to go. And two it shows them "OH MY GOD LOOK AT ALL THIS WAR!" Instant hook. Even allow Players to interact with the maps and it pops up a deployment screen for the map.
Was just a thought.
Just some responses Malorn. Thanks for the feedback and congrats on the job at SOE. Wouldn't mind gettin a job there myself after school, who knows. Cheers!
__________________
I reserve all judgment till Beta. But I'm still going to point and laugh. |
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2012-10-15, 03:51 AM | [Ignore Me] #37 | |||||||||
Major
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With only two Continents, we'd have to link each Faction's Sanctuary to both to be fair, which really would be no different then the current foothold Warpgates. Instead of camping a dome shield, they'd just camp the Warpgate exit.
It creates a continuous need to capture new territories while simultaneously trying to hold onto old ones for as long as possible, instead of constantly pushing back and forth over the same line. But I do realise such a system wouldn't be that simple to implement. The easiest way I can think of would have each "ship" just be a regular Sanctuary that was completely enclosed; a separate small map that's inside a huge building. Deploying from there would then simply be a matter of going to the correct interface and then picking a drop-zone from ether the current hot-spots or an always available one representing the area directly below the ship. Of course, such a setup only really works for Infantry... I'd ether keep it so that Infantry has to fight for Vehicle Spawn Terminals, or have some sort of "HART Drop-ship" as ether a drop-pod for Vehicles or as a temporary structure with terminals to spawn them.
Remember that my argument for "Orbital" Sanctuaries is that their drop-point markers would move across the maps, constantly chasing each other and forcing conflict. It prevents the stagnation of static footholds while requiring far fewer Continents.
Here, let me whip up a diagram in Paint how only having three Continents limits things immensely. Figure one is what I gather the Devs are planning on, each Faction having a "Home Continent" that's linked to the other two... Of all the three Continent setup this is probably the most flexible attack wise, but only if one Faction is beating another bad enough that they can actually prevent the third from joining... Figure two is just Figure one with separate Sanctuaries... which doesn't really add anything... Figure three is extending the current setup to three maps. Figure four is figure three with Sanctuaries, which would certainly allow a Faction to better prepare its forces but would pretty much play the same way. It's only in figure five, with the addition of a fourth Continent, that Sanctuaries come into their own.
I mean, look at my diagram, you are going to end up fighting the same enemies over the same territory... all the damn time. It's going to get old really quickly, even with the Sanctuaries of figure two allowing the "Home Continents" to be easily switched. Hence my Orbital Sanctuary idea; we can stick with two Continents, tie the Warpgates together to have them change "links" randomly, then have Sanctuary maps tied to a drop-point that moves from Hex to Hex in a preset pattern every so often. Sure we'd need as many Sanctuary Ship "instances" as Continents per Faction (six currently), but it'd be easy to make one "Ship layout" for each side then copy and modify them as needed.
That's only a slim few degrees more then "Red or Blue" or "Terrorist vs SWAT", not the huge ideological clash that has splintered the pioneers of Humanity.
We're having quite the brainstorming session here if I do say so myself. Last edited by Whiteagle; 2012-10-15 at 04:13 AM. |
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