2013-07-15, 04:47 PM
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[Ignore Me]
#22
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Contributor
PlanetSide 2 Game Designer
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Re: It is as i feared... no deploy zones.
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Originally Posted by DviddLeff
Malorn, I presume that tying the no deploy zone to a generator was considered? Any reasons why it was not implemented - personally I think it would add some great depth to the game and more targets for squads.
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The purpose of the NDZs is to ensure timing between defender spawns and attacker spawns and prevent checkmate moves to capture a base by putting a spawn point directly on top of it or between the defender spawn and the capture point. Distance to travel from a spawn is a force multiplier and NDZs standardize it and give a clear defender advantage (which is why it doesn't affect defenders).
If we give the ability to disable the NDZ then we have three issues.
1) More places for a defender to defend, which makes it harder for them, especially if outnumbered.
2) If the NDZ is dropped, the fight is basically over since the attackers can now magnify their force even more. And if they managed to take out the generator then they probably already have more than the defender.
3) The ability for defenders to recover the situation is severely reduced, as now they not only have to secure the point and remove the AMS, but they must also retake the generator.
It's effectively more win for a winning side and a pure defender disadvantage to do that. By not having them removable we ensure consistency of spawn distance and give defenders better chances against a numerical superior opponent and better chances at recovering.
The fact that defenders can place AMS inside the NDZ means there's more objectives: For the attacker, the objective is kill the defensive AMS. For the defender the objective is to place them. Once those are gone the playing field from a spawn distance standpoint is even. Attackers have flexibility in spawn placement while defenders have the ability to fortify with closer spawns.
Generally speaking all of the NDZs should be roughly the distance from the defender spawn to the objective(s). They are custom to every outpost due to every outpost being different, so we may have some outposts that need tweaking if isn't quite right.
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