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2013-03-04, 11:07 AM | [Ignore Me] #182 | ||
Well not the lattice, but something similar
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2013-03-04, 11:20 AM | [Ignore Me] #183 | |||
Captain
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Anyways in my opinion and speculation, it seems that this system would also help set up the addition to the home continents later on down the line(whenever that is...) Even though its not the traditional lattice system, It does look to help improve the flow of battle just a bit more rather then having the zerg roam around mindlessly like they currently do. |
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2013-03-04, 11:27 AM | [Ignore Me] #184 | ||
Captain
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I liked the video that noble posted, the idea for neutral hex system would improve battles across all three continents. The gal drop might start getting popular again, instead of just being used on Amerish. I remember the developers saying they wanted to do it this way to create bigger and better battles, but with the front line being so spread out battles are small and short lived. Well unless you’re at the crown. I think by making these bottle necks, battles will be more epic, and like he said in the video, leaders will see strategic attacks points and opp’s will actually start to mean something again. I mean granted it’s not a gen bust or a base drain, but hey it’s a start. As a outfit commander (when I’m not changing diapers or making bottles) a lot of the newer guys don’t want to lead opps because there really isn’t a lot to lead to, we can hack side bases outside the zergs influence but that means less fighting and more standing around watching Moogy pop smoke grenades I really hope they consider this system and if not at least come up with something similar. And I promise I want say anything about PS1 mechanics, and how they worked in the first place, I promise
Last edited by Qwan; 2013-03-04 at 11:28 AM. |
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2013-03-04, 01:16 PM | [Ignore Me] #186 | |||
Contributor Sergeant
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I think if they do the following, they need to implement generators, or supply depots or something that indicates being able to cut off the supply line inside a base. Give something for spec ops to be able to drop or infiltrators, etc. I'm not saying to allow you to cap the backline base... but to just disable the supply route. With the multiple supply lines to the front lines in the example, it would require organized spec ops with multiple groups in order to complete it.... but it would definitely be something for the smaller outfits to work towards and organize for. Example: in the screenshot provided: Squad A: disables Valley storage Yard Squad B: disables Old Auraxium Mines This cuts off the northern front from being provided resources and would require a squad or two to go resecure. There needs to be a good indication that supply lines have been cut... maybe grey them out like the Tawrich area. |
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2013-03-04, 01:48 PM | [Ignore Me] #187 | |||
Contributor Lieutenant Colonel
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IMO ghost capping should never be encouraged. What I view as a 'big brother' version of ghost capping, the drain, would be a great addition to the game. Mainly in that it took longer than a simple hack/llu run and made the base available to all three empires. It'll be a while until things like NTU, Gens and drains to be put in but I think lattice 2.0 with accompining mechanics such as continental conquest will be a great benefit. |
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2013-03-04, 02:30 PM | [Ignore Me] #188 | ||
Master Sergeant
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I do like the idea of adding more flow and predictability onto the map, but I think this current iteration may go a little too far. Granted, I obviously haven't played it and its not yet finished, I think this may bottleneck people a little too much and I think that there are other ways we can influence flow and improve the arrangement of battles without resorting to the same level of simplicity of the lattice system from Planetside 1.
I think neutral hexes and "rush ways" could certainly be a role, and this is a rather extraordinary case in that the image was taken of a congested area near a warpgate. I hope bases and outposts in more open, contested areas are more connected and web-like, rather than spot his more simplistic series of linear paths. I doubt I need to inform Malorn et al about how other factors will need to be implemented. I like the idea of resource attrition that the one YouTube video someone posted, though it may be less feasible in that iteration with how this new hex system works out. I just shudder at the thought of some areas like the Crown or Quartz Ridge on Indar choking off a whole route with no attrition factoring in. An ANT system could work well here. I think we would also need to improve incentives for smaller outposts so that their fights are more meaningful, and adding ways that the incentives provided by owned bases could be disabled by an opposing force, even behind enemy lines. And also, fix the galaxy. I don't know about you guys, but I've been in a galaxy maybe 5 or 6 times since beta, when we had the overpowered spawn gal. It really needs a buff so that it will bring back that special mobility element that, for me, really helped define Planetside. We'd need that if we want to make this lattice system work without constraining flow too much. |
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2013-03-04, 02:32 PM | [Ignore Me] #189 | ||
Contributor PlanetSide 2
Game Designer |
The prototype we are working on does not include any resource changes. Resource revamp is on the roadmap though, currently listed in the May timeframe.
Feedback is welcome, so if you have thoughts on how best to integrate a meaningful resource system into this design feel free to share. |
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2013-03-04, 02:44 PM | [Ignore Me] #190 | |||
Private
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Resource revamp Basic idea and its not entirely my own. We all stand the on shoulders of giants etc. Call it the DL Plan if it must be called anything. All bases to some extent generate 'Raw' resources, which go towards warpgate (or whatever) in raw format, through pipelines, several points these come above the ground (there are several all ready so makes the job easier in terms of mapping) that can be destroyed/repaired depending on who you are (i.e in your own territory, you can't destroy them, too open to abuse), every tick so many resources go through them. Importantly there should be several 'nodes' throughout the map where these converge, getting more convergent and thus more important the closer you get to WG, thus taking one out deeper in enemy territory = greater effect. Hell why not have existing AMP stations as convergence points. What comes out of WG (or have a refinery at the WG, whatever) - comes out 'ready to use' nannite format, as the raw material for all vehicles and importantly, player spawns. Have to be transported in something like ANTs (player or AI controlled), to bases in order for them to be able to actively spawn vehicles and units. Make these a single resource or split them up into player, vehicle and air. Undecided. It also works if you switch them around, raw resources only by trucks, nannites by pipeline. Whatever. But it makes it more dynamic if you in some sense have to engage with both. Gotta defend the pipelines and defend/drive the trucks. A second level of stuff to attack/defend across the entire map. A logistic network. And the more effort and better defended your side manages to keep your logistics network, measurably easier to play the normal pew-pew take the point part of the game. Likewise, the better you attack your enemies, the weaker they get on the battlefield. Especially if fights for bases are going to reduce to zergs whamming into each other, little subtle changes as a result of smaller battles behind the lines, will effect these battles. Also for all those pilots complaining, hunt/defend the trucks and bomb/fly CAP around the logistics nodes, becomes the new fun thing to do away from all that nasty AA. Very small stock trickle in both directions as default. Successfully defending pipelines and nannite transport vehicles to and from bases, drastically more efficient. Furthermore incentivise this with plenty of certs/murdercash/learninpoints and you'll find people happily guarding nodes and driving/defending the trucks. Tada. Metagame. More to come, but that's the barebones of it. Last edited by Lord Mondando; 2013-03-04 at 03:57 PM. |
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2013-03-04, 04:25 PM | [Ignore Me] #191 | ||
Sergeant
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While I commend the devs to finally putting something in the test bed that may help localize the zergs into larger fights an minimalize ghosthacking.
I'd like to hopefully suggest, that with the more constrained (LAttice) approach to hex capturing. That the devs may consider a few options. A) Addition of more capture points, possibly 2 spawn barracks as well terminals (vehicle/equipment) per Hex territory. Make the capture points significantly distanced from one another, ie 200m-300m apart. To help foster a more flowing ground battle for the territory, instead of a single clump of forces around the capture points (ie vehicle camp) B) Break up the existing hex territories adding more territories for capture. C) Territory Zones. Each TZ would be a pocket of 4-6 territories utilizing the current adjacency system formula. These TZs would act as gateway to major facilities, full capture of a TZ opens the doorway to attacking a Major Facility? As well they act as defensive points to protecting Major Facilities. D) Add a linking territory that can allow a lateral attack between the linear routes? Last edited by Archonzero; 2013-03-04 at 04:28 PM. |
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2013-03-04, 04:46 PM | [Ignore Me] #192 | |||
It would be really good to see a larger picture in order to think of metagame additions once we can see the entire map and see how it would play out ? At the moment all we see is the South east corner. Let us help you guys by discussing the pros and cons, as you can see from this thread, it's not a bandwagon, but rather people discussing everything maturely so would be a good place to start looking at this. I want to talk about resource revamp being incorporated into this, but I need to see how the rest of the map looks (to see how all other bases are connected, hence my request. |
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2013-03-04, 04:53 PM | [Ignore Me] #193 | |||
Captain
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Also (though currently minor would be more prevalent with changed resources): i don't like being "forced" to fight at certain locations because i prefer some resources over others. So how about to split resource gain into all three types per hex? Emphasis could still be put on one of them, but it wouldn't be "worthless" to fight there for some (Might even think about just merging all three resource types into one actually). |
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2013-03-04, 04:56 PM | [Ignore Me] #194 | |||
Although, Having them all as one resource means if you say pull Loads of MBTs, you can't turn around and jump into an ESF when you run out of Mechanical resources, but do you want to restrict players like that ? |
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2013-03-04, 05:48 PM | [Ignore Me] #195 | |||
Private
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Very much looking forward to seeing this in live. |
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