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2013-01-30, 05:01 PM | [Ignore Me] #1 | |||
The game is simple:
Here are the terms: Metagame Defensible Designs Camping Zerg Strategy Tactics Spec Ops (Weapon) Balance Organized Outfits Zergfits Continent Capture ... your objective is to give these terms a relatively short definition (not more than 20 words), not based on examples or copypasted stuff. Just type in how you percieve it. And please be constructive. --------------------------------------
Last edited by NewSith; 2013-01-30 at 05:18 PM. |
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2013-01-30, 05:05 PM | [Ignore Me] #2 | |||
First Sergeant
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Do I provide the "theoretical" definitions or the ones used/relevant in PS2? Because Zerg can mean like 20 different things in 10 different games. |
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2013-01-30, 05:11 PM | [Ignore Me] #3 | ||
Metagame
Player defined strategies outside of predefined rules. Defensible Designs Walls and less clutter. Camping Current Meta. Zerg Winning strategy. Strategy Refer above. Tactics Easiest way to form and direct zerg. Spec Ops Tasks for smaller squads to effect the battles for larger facilities. (Weapon) Balance Easiest way to start an argument. Organized Outfits Easiest way to have fun in the game. Continent Capture unrewarding sole drive to capture territories. Last edited by LoliLoveFart; 2013-01-30 at 05:16 PM. |
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2013-01-30, 05:14 PM | [Ignore Me] #4 | |||
Also added Zergfits |
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2013-01-30, 05:20 PM | [Ignore Me] #5 | |||
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2013-01-30, 05:23 PM | [Ignore Me] #6 | ||
Lieutenant Colonel
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Metagame - A long term game aspect involving - planning, some form of economy, resource utilization and ownership.
Defensible Designs - bad term - we need simply need bases that are more defensible than they currently are - especially an inner level that requires and infantry assault to clear. Camping- Ambushing - neither a bad nor good thing inherently Zerg - The large uncoordinated mass force of players - inherent to all games Strategy - Coordination and planning beyond one local area. Such as plan to conquer one continent or a plan to conquer multiple continents. Tactics - Plans for a locol operation - such as taking or defending a single base. Spec Ops - non-standard operations such as small mobile or furtive units hitting weak and undefended targets or taking vital points before the main force arrives. (Weapon) Balance - When parallel weapons are roughly equally effective Organized Outfits - Isnt this self evident? Continent Capture - When its all your color.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-01-30 at 05:31 PM. |
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2013-01-30, 05:33 PM | [Ignore Me] #9 | ||
Contributor Private
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Metagame
Actions to acheive an objective, often thought of as a 'win' Defensible Designs Areas that have an architecture that helps the defender Camping Sitting waiting for the enemy to get an easy kill. Zerg Huge number of people steamrolling over any opposition Strategy Actions that are thought out using tactics and planning Tactics A planned sequence of actions to acheive a goal, using pre-planned method. Spec Ops A small team of dedicated players swifly doing something in a risky environment, not limited by the inertia of huge numbers. (Weapon) Balance X = Y = Z Organized Outfits A group of organised players working in unision for a common result Zergfits A huge group of slightly organised players creating a steamroller effect Continent Capture Capture of all enemy territory on a Continent |
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2013-01-30, 05:38 PM | [Ignore Me] #10 | ||
Major
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[QUOTE=NewSith;883284]The game is simple:
Here are the terms: Metagame The game mechanics that drive the players to care about and continue playing the game... Defensible Designs: Can mean too many things Camping: Sitting at one spot for a long time. Zerg: Large group of players that rush in and kill one person before they die and then renters the fight 10 sec later.; A race in StarCraft. Strategy: http://en.wikipedia.org/wiki/Strategy Tactics: http://en.wikipedia.org/wiki/Tactic_%28method%29 |
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2013-01-30, 05:39 PM | [Ignore Me] #11 | ||||
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2013-01-30, 05:40 PM | [Ignore Me] #12 | ||||
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2013-01-30, 05:41 PM | [Ignore Me] #13 | ||
Major
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No definitions, but my thoughts on these.
Metagame The really important stuff should take days of cumulative effort from your whole faction to achieve or undo. I should never come back after 16 hours and not be able to see anything I did during my last play session still make an impact. Defensible Designs The biggest gap in base defense is information. You just can't get people into a base to defend it fast enough, by the time you muster any meaningful force it's already completely overrun. Also not having internal radar in bases makes it way too easy for small groups to just troll base defenders for hours. Camping Doesn't bother me, what is a front line if not hundreds of people camping? Zerg Shouldn't be an issue once the mission system comes online. Strategy There isn't a whole lot of strategy in the game right now since the resource battle really isn't all that meaningful until you've pushed someone back so far that they start running out. Unfortunately that just encourages them to leave the continent, not to fight back. There need to be ways of killing a big army by cutting off their supply lines. Supply lines are the whole reason why defending stuff actually matters in a war. Tactics Work pretty well. Spec Ops Don't really see this as much of a factor in the game, since there is no expensive infantry. You could theoretically make a squad of top notch players and call them spec ops, but let's be real here: infantry in this game is only as reliable as their spawn point. (Weapon) Balance Infantry is so focused on short range urban warfare tasks like clearing buildings in PS2 that there is an extreme emphasis on those extremely fast firing bullet hose guns that pwn in close quarters. I don't know if they are overpowered in all possible scenarios, but they certainly dominate the scenario you most often encounter. Organized Outfits As far as I'm concerned there should be more emphasis on outfits being able to harness the Zerg, so that a small group of thinkers and organizers can be a force to be reckoned with without needing hundreds of members. Continent Capture IMO needs to be based on an influence system that measures how well a faction is doing over the course of several days to determine who captures the continent, and then again. I don't like being able to snipe a continent in under an hour while it has low population or doing a pinky and the brain cap where every night you take over the world. There needs to be more of a sense of long term cumulative effort. If you held 2/3 of a continent that shouldn't be all for nothing if you couldn't push the enemy all the way back, that should be points on the board that all end up to eventually owning the place. Holding all the regions for an hour shouldn't mean as much as holding half the regions for days. Last edited by Rothnang; 2013-01-30 at 05:42 PM. |
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2013-01-30, 05:56 PM | [Ignore Me] #14 | |||
First Sergeant
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Ok lets play your game
Last edited by Mietz; 2013-01-30 at 06:00 PM. |
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2013-01-30, 05:57 PM | [Ignore Me] #15 | ||
Contributor Private
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First one is 23, but the rest are under 20.
Metagame A strategic state, influencing the tactical game with rewards and penalties. Changed by events in the tactical game. Gives a meaning to battles. Defensible Designs Designs that, at a minimun, acts as a 2:1 force multiplier in favour of the defenders. Camping The tactic of maximising exp by killing enemies as they emerge from Spawning. Generally frowned on and discouraged by design. Zerg Strategy A strategy is the plan of tactical battles that will result in an improvement of the strategic state. Tactics The plans, actions and manouvers required to win a tactical battle, and advance the strategic state. Spec Ops A tactical task or battle best completed by squad trained and equiped for the specific situation. (Weapon) Balance A complex set of parameters that will require tweaking throughout the game's life. Organized Outfits An organisational force multiplier. Can: receive strategic orders, implement strategic plans, direct players, provide loyalty Zergfits An insult. Continent Capture A significant event (compared with an individual battle) that impacts on the strategic state. |
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