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2012-05-02, 02:55 PM | [Ignore Me] #1 | ||
Sergeant
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I've been seeing a lack of things to fight over besides bases and resources, which are essentially the same thing. You gotta have both, and both assets are going to change hands back and forth with little change on gameplay. I'd like to propose the idea of continent-specific bases that provide global bonuses. Here are a few ideas I'll throw out there:
1) Satellite recon base: This base allows the controlling faction access to a scan function that briefly allows players of a certain class, rank, and certification requirement to scan areas of the map and reveal enemies in that area. The scan doesn't need to be a huge area, but enough to see a charge coming or a buildup of defenses. It should be easily distinguished from regular bases, such as having a giant dish on it or something. 2) Global artillery base: This base gives the controlling faction access to mini artillery strikes able to be called down on any continent. The player must have similar higher-level requirements as the recon base so it isn't just spammed. Long cooldown, short duration, but does enough damage that it will be something your faction will fight for due to its use in scaring the piss out of people. Base has a bunch of huge guns with awesome firing animations every once in a while to represent them firing, doesn't need to correspond to when it's actually being used. 3)HART base: Now a capturable base with the ability to hot-drop many players anywhere in the game in just a few moments. Excellent for platoons who want to hit hard, hit fast, and arrive in force. Infantry and MAXes only. Players must be at least be in a full squad to use this base. The base will have a HART craft leaving and landing every once in a while for it's animation, may correspond to actual wait times just like in PS1. Nostalgia for vets! These are just some ideas I came up with to add a layer of true strategic depth to the game. If implemented, these bases will almost constantly be fought over, as every faction will want to utilize these nifty tools globally. This will also have the benefit of adding locations that will almost always be a 3-way battle, and in huge numbers. If you as a player want to experience some awesome and epic battles that will benefit everyone in your faction, these will be the places for you. They may change hands a lot, so give them a bit of a cooldown on cap times, perhaps. This is the kind of stuff I think of when I hear "strategic goals." What do you guys think? Share your ideas as well! (Note: Hindsight this probably should have gone into the idea vault. If that would have been more appropriate, I apologize.) Last edited by The Janitor; 2012-05-02 at 03:07 PM. |
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2012-05-02, 03:01 PM | [Ignore Me] #2 | ||
Captain
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Interesting ideas - but just because a feature hasn't been shown off or talked about much doesn't mean it won't be included.
As far as I can tell, we know very little about the strategy game - only: 1. We fight over hexes. 2. Some hexes contain bases. 3. Winning a hex provides different amounts of different resources, needed for customising vehicles. 4. Its easier to win/keep a hex the more adjoining hexes you control. I'm convinced there'll be quite a lot more to it than that. I think that if all hexes are worth resources, then bases will provide some additional functionality beyond vehicle spawning. |
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2012-05-02, 03:04 PM | [Ignore Me] #3 | |||
Sergeant
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Last edited by The Janitor; 2012-05-02 at 03:05 PM. |
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2012-05-02, 03:23 PM | [Ignore Me] #6 | ||
Private
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While this seems like a good meta-game type of implementation, the thing I'm really struggling with, and why I burned out on PS1 in the old days is figuring out what to do for eldergame/endgame...etc. Once people are pretty well geared, all that's really left is capping bases, which is exactly when I burned out on PS1...I had tried out most specs, picked what I liked to do, and done it a ton. Not much left to do from there on.
You've got two scenarios, the way i see it. The MMO route, which essentially puts no 'winning' condition on empires, but provides so many meta-game types of gameplay like you listed that there's always more to achieve, along with the straightforward capping hexes/bases. This takes develpment money and such to keep churning out new content. The other route is a FPS type win condition, which allows for some endgame overall goals, but comes with it's own list of downsides as well. (4th empire, etc...) But the basics of your post are taht Base/hex capping is eventually going to get old, no doubt about it, so what can they provide to keep us interested for years is the big question. One way that traditional MMO's do it is by providing 'daily and weekly quests'. By putting into the mission system some daily's or weekly's that would provide unique resources to buy unique things, that would keep people striving to do those thigns for a long period of time... Just a thought. Last edited by Shlomoshun; 2012-05-02 at 03:35 PM. |
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2012-05-02, 03:32 PM | [Ignore Me] #8 | ||
Sergeant
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Except you have to fight for the right to use it. It doesn't have to be as hard-hitting as an OS, and is more random in the dispersion of its shots, but yes, essentially the same thing. Just, you know, it's a separate thing so you can use both. You're also not guaranteed to have it when you want it. If you can use an OS, you'll be able to use this base ability.
Last edited by The Janitor; 2012-05-02 at 03:35 PM. |
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2012-05-02, 03:34 PM | [Ignore Me] #9 | ||
Brigadier General
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Two things that will help. On is the long unlock trees for every aspect of the game, which will keep that element from ending as quickly as in the original game. The other is the fact that it sounds like PS2 will actually have significant ongoing development with the 5 year plan, with Forgelight being more robust so that they can actually change and add stuff that was more locked in with the original game.
Win scenarios are a bad idea for several reasons that have been hashed out on these forums before, and moreover wouldn't really solve anything. Longer term objectives and a variety of things like continental benefits are a good idea though, and I hope they make it into the game down the road if they aren't in at launch. |
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2012-05-02, 03:35 PM | [Ignore Me] #10 | |||
Private
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2012-05-02, 03:38 PM | [Ignore Me] #11 | ||
Brigadier General
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Here are some previous threads on the subject:
http://www.planetside-universe.com/s...nental+bonuses http://www.planetside-universe.com/s...nental+bonuses |
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2012-05-02, 03:43 PM | [Ignore Me] #12 | ||
Captain
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This is why free-to-play is win.
You don't have to burn out on it to get your money's worth, and you don't end up cancelling a subscription when you do - which you're unlikely to restart again. Rather, when you're getting a bit jaded or want to try another game - you just take a break and come back when you're rested or done with whatever else came out. Getting back into it will be as easy as logging in (and maybe getting a patch if you've been away for a while), you don't have to worry about reactivating a paid-for account. All they need is the occasional new continent with something different to offer, or one or two well thought out and carefully balanced vehicle/weapon additions now and again and that will provide the variety. |
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2012-05-02, 03:47 PM | [Ignore Me] #13 | ||
Sergeant
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Did not every CR4 and 5 have access to an OS? Same thing here. Same sort of long cooldown. It's not a "kill everything in the area" type thing, it's more of a terror ability. The shells are random, and may not hit you, but there's always a chance you'll get unlucky and catch a shell with your tank. Or with your face. If anything it'll make people either stop moving, which is good, or make them pull away from your lines, which is also good, allowing you to advance. It's a strategic device, not another giant death beam.
Last edited by The Janitor; 2012-05-02 at 03:50 PM. |
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2012-05-02, 03:56 PM | [Ignore Me] #14 | |||
Sergeant
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Last edited by The Janitor; 2012-05-02 at 03:58 PM. |
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2012-05-02, 04:00 PM | [Ignore Me] #15 | ||
Brigadier General
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There has been quite a lot of discussion on a variety of these types of idea.
Orbital Strikes from the first game are not a good benchmark to measure balance from. Originally they were balanced against the fact that there wouldn't be that many players who had CR5. Then eventually practically everyone had CR5. Not well thought out. While something like "+5% to xp" may not be the most motivational thing, having more general bonuses that apply to everyone in the empire without giving them something potentially unbalanced would be the direction to go. |
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