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PSU: ANTs are like tanks, only they don't have armor or guns.
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2013-05-11, 05:50 AM | [Ignore Me] #1 | |||
So, I hink we've all seen the new WIP. The problem I see with it is that links will automatically cut off the possibility of implementation of a whole level of metagame.
What I imply is following, let's take Company of Heroes for example. Being on a friendly territory gives you certain abilities, or to put it properly being on an enemy, neutral or unconnected territory gives you penalties.
-------------------------------------------------------------------------- The removal of territories can completely eradicate such interesting concepts as territory denial or, hell even outfit benefits and facility ownership. Let's take a look at what we'll never get then:
I can come up with lots of stuff on this matter, but there's one final point. The new small hexes allow territory to be set by them and not just be radial, like in PS1 with its SOI's. This means that the benefits mentioned above will be valid on the whole entirety of the frontline. TL;DR Think twice before embracing the Good Ol' Lattice, represented by links instead of hexes. Last edited by NewSith; 2013-05-11 at 10:34 AM. |
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2013-05-11, 06:02 AM | [Ignore Me] #2 | ||
Second Lieutenant
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they could work out an algorithm which adds the SOI of basses together and fill the gaps around the front line . also it would be more organic than the hex SOI were you quickly move from territory to territory. But obviously this doesn't seem simple
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2013-05-11, 06:31 AM | [Ignore Me] #4 | ||
I just fail to see why they need to break a simple system, to create an even simpler system, but with handicaps, to later implement an extremely complex system, that would only turn away new players. This is what one of the problems of PS1 was, it was way too complex where it shouldn't have been.
EDIT: Besides if they do the first 2 steps, I doubt they will EVER go for the third one (the one with the complex system). They are not renown for this. Last edited by NewSith; 2013-05-11 at 06:36 AM. |
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2013-05-11, 06:45 AM | [Ignore Me] #5 | ||
Corporal
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So you can still have enemy and friendly territory, from a TR perspective, blue and purple areas are enemy territories. Red is friendly. One small adjustment to sharpening the gradient and you have something that works better than the hex system ever could. |
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2013-05-11, 06:57 AM | [Ignore Me] #8 | ||
Sharpening the gradient won't do at all. Because the line is still gonna be blurry. And by your one smal adjustment I assume you don't mean drawing a stroke between the territories, since the hex system does exactly the same.
So, please, don't accuse me of not reading what you said, because what you said was pretty much a double standard. |
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2013-05-11, 07:05 AM | [Ignore Me] #9 | ||
Corporal
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I'm pretty sure you're drawing a stroke. Didn't mean to be so harsh and shut you down like that but you're arguing semantics. Yes your grand little idea can work with both systems so this entire thread is essentially you saying you like the hex system better, just because.
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2013-05-11, 07:09 AM | [Ignore Me] #10 | ||
Major
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The new lattice doesn't mean we can't have territory. While it doesn't functionally matter whether or not we have lattice, we should get either SOI on bases or clearly defined territorial lines if we do get the new lattice.
Personally I'm in favor of using hexes for territory, but lattice for base links. Facilities (bio labs/amp station/interlink/tech plant) should be linked only by lattice. Smaller bases like The Crown and The Stronghold can keep the hex-based territorial capture method. - No lattice link to a facility, no facility capture. - We can experiment with whether or not hex-linked bases are capture without a link. Personally I am in favor of letting outposts be open to capture. This is so the attackers can move on after disabling a facility and are waiting for capture. - Hex-bases must be linked to a facility in order to send/receive resources. Facilities must be linked to the warpgate via the hex system in order to send-receive resources. Facility benefits stretch based on hex (territory) connections. Last edited by AThreatToYou; 2013-05-11 at 07:18 AM. |
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2013-05-11, 07:09 AM | [Ignore Me] #11 | |||
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2013-05-11, 07:13 AM | [Ignore Me] #12 | |||
I don't like how the areas blend into each other. Altough being colour blind I am biased in this respect I can certainly see your point about the possibilities tied in with having territories, Sith. Not sure I really care what system they go with though, as long as they pick one and stick with it. The current hex system has potential, which has yet to be tapped. I'm sure they will add in an AOI if needed, which I do hope becomes needed in some fashion. But still, the game is very far away from being able to expand on either with player placed/owned buildings, special buildings that give benefits to an area (Like a radar dish) etc.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-05-11 at 07:18 AM. |
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2013-05-11, 08:54 AM | [Ignore Me] #13 | ||
First Sergeant
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I think the end result will be that the territory boundaries between factions are going to go on the "territory control" tick box filter; I'd be very suprised if they don't.. as although the lattice lines give a good push/pull direction without the need for the individual hex blocks it doesn't give a clear front line to some.
Changing colour intensity will probably help (I'm partially colour blind and have to have them on primary Red/Blue/Dark Purple in order to see them more clearly on the map/HUD); but a hexed zig-zag line will just help define it I think along with the lattice lines. I do like what they've done though. |
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2013-05-11, 09:10 AM | [Ignore Me] #15 | ||
Let's just put it this way - I doubt that your very first acquaintance with PlanetSide 1 was in any way resembling your first time with any game of, say, BF series. Or, if you like it more that way, UT2004's (and further) Assault/Onsluaght modes.
The way the lattice worked, the inventory tetris, the certs, the objectives (Generators, CCs), inter-continental travel, it was all VERY hard to swallow at once, while the information itself was essential to just play the game properly. And what I mean was complex, is not the presence of the aspects, but their presentation. |
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