Originally Posted by EVILoHOMER
Problem is places can be captured by one or two people, when your forces are pushing forward and suddenly someone stealth caps behind you it isn't fun because your forces all split up. In Planetside you could capture a tower on your own but it didn't do anything, you just ignored it. Also base captures took like 10-15 mins was it? In Planetside 2 you can capture so quick and there is little visual indicator on the map telling you about this so people don't rush to defend.
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This isn't so much a problem with the capture mechanics as it is an issue of people only being rewarded for taking Territory, not
defending it.
Flanking is one of the cornerstones of military tactics, and putting restrictions on it just because you don't want to bother with a rear guard is kind of extream...
...Of course, no one WANTS to rear guard anyways, because they only why you'll get anything is if an enemy starts flipping a point...
I noticed this problem a lot earlier, however, and
came up with a solution.
Originally Posted by Calisai
It was the same in tech test when VS had the north sanc. It's a problem with how the map is segmented. The north sanc team holds half the map due to ground movement restrictions. So naturally, if you want to gain territory you attack them. The compression of the east-west fight down south is a faster back and forth... not much progress can be made or at least held for long.
I hope they get rid of static footholds and do either rotating or no footholds at all. That would help out with the static fights. I'm already getting bored with the few base fights that are always happening while the outlying bases sit as one color all the time.
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Yeah... this is why I'm rather worried about having only three Continents at launch with any of the current suggested map layouts...
Indar is honestly pretty well balanced as a "three-way" map, the large Hexes on the outer edges North of the central ridge may give the impression that the North Warpgate has the advantage, but they are actually there to allow as quick of access to the Northern Facilities as there more crowded Southern counterparts.
Here's a rough map of Indar I've poorly colored to show what each Warpgates' "Turf" should be, based on single Hex adjacency from the nearest Facilities.
As you can see, the only real issue in the south is the zebra-striped Regent Rock Garrison, which directly connects Peris and Tawrich...
Still, even balanced...
it's a three-way map...
If it was the central Continent in figure five of my first diagram it'd be fine, but as a standalone map such balance leads to stagnation.
If my Second Life Military Community experience has taught me anything,
it's that stagnation equal DEATH for a game like this!
Originally Posted by Qwan
Ill be honest guys, for those that played PS1, I liked the linked base set up better then the hex systems. In PS1 you couldnt hack a base unless you had a link to it. Now all you need is a corner of a link to touch. I know PS2 is not PS1 but some concepts shouldnt be changed, this is just my opinion. I also dont like that you cant even see if the base is being hacked, you check your map, its purple, check it a second later and boom its now red. Granted I do get a flash on the screen that says you have lost this base or that base, but in the middle of a fight im really not paying attention. We need a countdown system that shows on the map like back in the day.
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Well if you really pay attention to the info box that pops up when you hover over a Hex, you can kind of divine what's going on with the four barely informative "statuses" it gives you.
For instance, "
No Activity" indicates that no members of another Faction are in that Hex... or at least none have been spotted by anything, not really sure which is the case...
"
Enemies Detected" informs you that, yes, someone from another faction is in the Hex in question.
Not really sure what the difference is between "
Base Infiltrated" and "
Base Compromised" is...
I
think the first indicates that they've started to flip a point, while the second indicates that they've blown up a Generator or something...
But yeah, a more informative map interface would be much appreciated by info junkies like me...
Originally Posted by Qwan
Just dont bring back those damn walking robots, thats all I ask.
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But... but...
Originally Posted by Qwan
And one quick question, whats the use in having a generator in the base if you can still get gear. We blew the gen and the elevators still worked, and we could still spawn vehicles on hacked terminals. I think if the gen is blown all power to anything that requires power should be useless.
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I think they've tied any Generator directly to a single purpose instead of generally powering everything.
This way it's easier to indicate whats responsible for want while eliminating the arduous task of ANT runs...