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2014-06-03, 06:05 PM | [Ignore Me] #4 | ||
Lieutenant General
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I got some questions:
Asking, because you might discourage fighting at certain points where players give up. I would also suggest that if all continents are locked, the following occurs:
I would like to remind you that the original "Continent locking" had the following effects: Continent lock: - You would "lock" a continent by taking ALL the linked bases on the other side of the warpgates of that continent, thereby denying a link. - All minor bases (towers) switched to the winner's side once all major bases were captured. - Players weren't physically locked out of the continent. - You could still create a new link by neutralising a base (draining it from NTU) Continent closed: - For certain events, empires were literally prevented from entering a continent (they would be allowed to invade only one specific home continent of a single enemy who would often concentrate their forces on either fight due to lacking manpower for both). - As a consequence of the above, players would start ghosthacking the world if they won one of the home continent fights, since they couldn't go elsewhere. - Players had to wait and warpgate camp till the last continent would open. This would sometimes result in a complete world domination by the winner of the home cont defense that the defender gave up on. Cave lock: - All cave modules actived for all linked surface bases. Cave closed: - No more respawns possible, whether you have a base or AMS, just revives from medics. - Could still continue to fight and capture links if you still had a single remaining base. You could win through attrition (killing the enemies and prevent them from being revived). The system as proposed now - as I understand it anyway - reminds me an awful lot of a combination between the closed continent and closed cave. So that's a bit different from a "locked" continent. As stated before, the "lock" was capturing all access points on the other side of the warpgate (even a hack and therefore denying the link, would suffice to stop or stall an invasion, sometimes resulting in a counter-invasion!). I hope everyone is aware of the differences between the Locked Continent definition between PlanetSide 1 and 2. Last edited by Figment; 2014-06-03 at 06:27 PM. |
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2014-06-03, 06:10 PM | [Ignore Me] #5 | |||
Contributor PlanetSide 2
Associate Programmer |
When a continent lock is broken, the continent has it’s warpgates configuration incremented to the next and default territory split is set for all 3 empires, and spawning is reenabled. Thresholds are set by designers. It will trigger an alert. When the alert is won by the conquering faction, the continent is locked. Last stands will be subject to alert XP like normal. |
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2014-06-07, 09:50 PM | [Ignore Me] #6 | ||||
Contributor Major
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Is there any whisper of a chance we are going to get sanctuaries back? Even if they're just carbon copies of the 3D training environments stuck on teeny islands? They would eliminate the dozens of retards hanging around the WG and dragging down their empire's cont pop, and they give a wonderful place to gather for new assaults. They are important strategically and they lend themselves to that intangible of intangibles -- esprit de corps. Please?
Wow. Just wow. Never fucking mind, then. I'll never ask anything of you again.
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2014-06-07 at 09:54 PM. |
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2014-06-08, 03:30 AM | [Ignore Me] #7 | |||
Corporal
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Although granted, not much of a "user's guide". |
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