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2013-07-10, 09:55 PM | [Ignore Me] #16 | ||
Sergeant Major
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So placement won't matter?
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>>Make resources matter!<< |
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2013-07-11, 04:00 AM | [Ignore Me] #17 | ||
Sergeant Major
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Just remove squad deploy, it overlaps confusingly with both instant action and spawn beacons and really adds nothing to the game.
Spawn beacons are a far better mechanic, since the enemy can see them and destroy them they have a chance to stop you spawning - just like Sunderers, or even SCUs. All these things effectively provide organic sub-objectives which make the battle more interesting and diverse. But squad spawn just means a constant stream of enemy reinforcements from nowhere, with no indication as to which enemy player they're spawning on. How are you supposed to prevent that? It just makes the battle messy, confusing and unfair. I'd also suggest adding some kind of super-beacon for Instant Action - either a high-level unlockable from the command tree with a high resource cost, or automatically placed by the server when it decides an IA location. That would improve consistency and make battle flow much clearer on the ground, as well as potentially generating new objectives. You could also consider adding some kind of marker (something akin to a waypoint, but in the appropriate faction colour?) to spawns that have been selected by Reinforcements Needed - so attackers can prepare for the wave of defenders that are likely to spawn. Finally, I like the idea of long-range spawns costing resources - that makes a lot of sense. Adding a resource cost for Reinforcements Needed and for all drop-pods (ideally replacing the cool-down on IA and beacons) would be a good resource-sink and would balance them better with transport vehicles. |
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2013-07-11, 06:03 AM | [Ignore Me] #18 | |||
Master Sergeant
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Costing resources when they 'fix' resources, seems like a good idea. However they haven't fix the positive feedback loop inherent yet in winners-win-more. |
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2013-07-11, 06:05 AM | [Ignore Me] #19 | |||
Sergeant Major
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2013-07-11, 06:29 AM | [Ignore Me] #20 | |||
First Sergeant
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there are already many ways to move troops quickly and to regroup with your squad. being the HNIC you don't need me to list them. beacons and instant action should be the only drop pod options. if you really love drop pods that much, reduce the cooldown for placing a beacon by 2.5 minutes. it won't be unfair because beacons placed and defended versus found and destroyed, whereas corpse deploy has no counter. |
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2013-07-11, 06:31 AM | [Ignore Me] #21 | |||
Corporal
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2013-07-11, 07:02 AM | [Ignore Me] #22 | |||
First Sergeant
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obviously warpgate and sunderer spawns don't cost, but i think redeploy hopping is something else that makes for lazy play. when resources are consolidated and resource flow redesigned, i think paying to hop along the lattice is a good idea. you could also incentivize transport with more than just deploy kills. encourage players to move troops for their faction, and encourage lone wolves to rely on strangers and make friends in order to get around more effectively. right now if you have a troop transport you really don't care to stop for guys who need a ride, and a galaxy is basically a throwaway or something to move maxes up onto a cliff. one layer of the much discussed missing metagame imo, revolves around these sort of troop moving mechanics. |
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2013-07-11, 12:19 PM | [Ignore Me] #24 | ||
Private
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Reinforcements Needed should have a pretty decent cooldown (10 minutes) and so should the Instant Action.
If you are Instant Actioning and being needed as reinforcements more often than that then something is wrong. I miss the days of Galaxy Airports in the Warpgate. (However the ground vehicle deploy pads need to be moved, it's such a pain driving around all the aircraft landing on you as you pull something) Last edited by Klypto; 2013-07-11 at 12:21 PM. |
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2013-07-11, 12:30 PM | [Ignore Me] #25 | ||
Lieutenant Colonel
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Here are my thoughts:
1. Currently too many spawn options - I (and my platoon) can spawn all over the place miles from where I currently am. 2. Squad deploy is far too powerful - my outfit sends its squad leaders to suicide on a point using Scythes then we throw a whole platoon onto it in a matter of seconds. It is also a back up option for if we lose the spawn beacon and Sunderers. 3. Spawn beacons should not be able to be placed in spawn rooms - far too often are Sunderers destroyed using this method (earning me far too many cert points!). 4. I don't even bother with the reinforcements needed options - I usually have 10 or so anyway. So what to do? Well Malorn's changes look solid but even then I think it could be too many with the options he has described. I would make it so: 1. Current territory if you own it. 2. Lattice connected territories. 3. Nearest facility. 4. Warpgate 5. Sunderers within 750 meters. 6. Squad beacon. 7. Reinforcements required attack/defend option, based around the number of attack/defend markers squad leaders have put in a territory. Remove ALL other options. |
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2013-07-11, 01:45 PM | [Ignore Me] #26 | ||
Master Sergeant
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The spawn limitations ruin battle flow and are nothing but frustrating. Players should be allowed to spawn at and support any location they control. This would create much more interesting and active gameplay and reduce the number of boring camp fests as well as push players to the actual battle lines rather then massing into zerg balls.
The idea and effect of the current and proposed spawning limitations are simply bad for the game and are bad design. |
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2013-07-11, 02:47 PM | [Ignore Me] #27 | ||
Contributor PlanetSide 2
Game Designer |
As listed in the roadmap, one important part of the mission system is to have a reinforcement request mission, which would only be able to be created when a faction is reasonably outnumbered and would only last until the fight is close to even. In that way it is used as a player-driven flow balancing mechanic and not as a zerg escalation mechanic. The idea behind this mission type is that it would replace the current reinforcements needed on the deployment menu. The other aspect to that is that you would have to be in the region in order to make the request, so you have some assurances that anyone who responds is not alone. The trick is preventing overwhelming response, which might be achieved by throttling the spawns.
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2013-07-11, 02:59 PM | [Ignore Me] #28 | |||
Second Lieutenant
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Zergs form because the defenders do not counter attack or stay to defend. Camping happens because the defenders get radically outnumbered quickly after some small setbacks in the fight. It's too easy for losing defenders to just /suicide or redeploy to another fight where they have the numbers advantage. Forcing people to fight down the lanes instead of hopping along the front will reintroduce real battle flow into this game and make halting attacks and defending much more rewarding and fruitful for the players. Last night we pushed back and forth from Allatum to Dhaka against a force of VS players. It was a decent fight with a slight NC pop advantage so we were able to slowly push back on the VS until we hit Indar Comm array. We were winning the fight until a large VS outfit dropped 50+ from a Squad Deploy thus shifting the numbers from about a 20% pop advantage (on a < 48 pop situation) in favor of the NC to a 3:1 in favor of the VS. They kicked us out and started pushing on West Highlands Checkpoint only to not be able to outzerg us. 10 minutes later they teleported away and we easily pushed all the way to Dahaka. That's not battle flow. A group of at least 50 were able to teleport in, tip numbers their way, and the second they had to start fighting they teleported out. We need restrictions on where you can spawn and how often. Right now potentially great fights up and down the lattice lanes are ended by the defenders being able to scatter the second the battle starts tipping in favor of the attacker. The lattice lanes do not fufill their purpose if sustained battles do not happen along them. Right now they turn into the attackers greatly outnumbering the defenders because the spawn mechanics do not conform to the idea of the lattice. Instead they counteract the mechanics of the lattice in a major way causing any battle flow improvements originally intended with the lattice and work against the flow of this game. It's a major design flaw right now that was a culmination of design decisions made to more quickly get people to the rather thin front line the hex system caused. Last edited by wasdie; 2013-07-11 at 03:03 PM. |
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2013-07-11, 03:01 PM | [Ignore Me] #29 | |||
Master Sergeant
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Throttling spawns is the answer I came up with and theorized about. The player should have feedom to deploy to bases they see they can help at, but having a dynamic timer would give you guys, the designers, the ability to control spawn rates and really shape border battles. |
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2013-07-11, 03:07 PM | [Ignore Me] #30 | |||
Master Sergeant
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There needs to be limitations and logistical considerations on battle flow in terms of how spawning works. There are more limitations that are needed, for instance something I think is desperatly needed is a timer/energy pool on Sunderers so you can't just instantly spawn in 100 people to an area. But these restrictions shouldn't stop small engagements from happening on dead continents and they shouldn't force a player to spend 2 minutes or more spawn hopping across a dead map. |
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