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2013-01-26, 07:56 AM | [Ignore Me] #1 | ||||
Are you sure you know what you are voting for?
http://forums.station.sony.com/ps2/i...locking.82996/
My response:
"Locking" a continent as opposed to "winning" a continent adds nothing to the metagame, since you don't need to defend it... Last edited by NewSith; 2013-01-26 at 07:58 AM. |
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2013-01-26, 08:38 AM | [Ignore Me] #2 | ||
Second Lieutenant
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actually both are not mutually exclusive because can for example lock the continent for 1 hour and half enough to get you make a defense perimeter around the just captured "twin" warpgate on the linked continent and then remake it capable
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2013-01-26, 09:13 AM | [Ignore Me] #4 | ||
Major General
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I agree with the OP. There shouldn't be a timer on the locked continent. What happens when all the conts are locked at the same time? Map resets? How the hell will that work? No thanks....
I agree with cont locking, but not putting a timer on it... |
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2013-01-26, 11:09 AM | [Ignore Me] #6 | ||
Major
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Continent conquest sucks as long as you can just zerg a continent and take it over in an hour.
Owning a continent should be based on a domination system like the base capture, except it shouldn't be a tug of war, but measure cumulative influence that the factions have over the continent until one of them has accumulated enough influence to claim the continent. Doing that should take at least a day though, so it isn't just the efforts of one zerg that can take a continent, but the entire faction has to work on it for a prolonged period of time. What makes the metagame so meaningless currently is just the fact that I know for a fact that if I log off for even just an hour and I come back nothing I did still impacts the world, the borders have been redrawn already, entire continents have switched hands... Nothing has any lasting impact, and nothing takes so long to do that you really get the sense that it's an effort by a global force of players. |
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2013-01-26, 01:50 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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i upvoted it, i agree that a timer is not ideal, but to be completely honest, with how the game CURRENTLY FUNCTIONS, there are few other alternatives, minus a direct lattice to other connected conts. this function gives time for the capturing empire to clean up, regroup and move on to the next cont.
upvote it, for the time being, im sure we can convince higby and co. to later on review the timer and its necessity.
__________________
Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2013-01-26, 02:20 PM | [Ignore Me] #10 | ||
There's one problem with this system, that I just figured out by modelling: It may cause alot of headaches if devs intend to keep 3 warpgates per continent.
4 Conts 5 Conts 6 conts 7 Conts As you can see there're WAAAAAY to many flaws Last edited by NewSith; 2013-01-26 at 02:27 PM. |
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2013-01-26, 02:32 PM | [Ignore Me] #11 | ||
Lieutenant Colonel
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it scales badly with fewer conts, but works when there are 9-13 conts, works better with more. at the low end, ill agree with you.
take what you drew up to 12 or 13 conts.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2013-01-26 at 02:33 PM. |
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2013-01-26, 02:47 PM | [Ignore Me] #12 | |||
There's an immediate solution to that problem: They simply need to add 4th warpgates onto "homeconts", with one peculiarity - they should be active with 4 conts, and inactive (just another capturable territory) with 5. After that they can twist the warpgate count all they like... Last edited by NewSith; 2013-01-26 at 02:52 PM. |
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2013-01-26, 03:28 PM | [Ignore Me] #14 | |||
Lieutenant Colonel
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__________________
Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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