Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Illiterate? Post today for free help.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-07-22, 10:41 AM | [Ignore Me] #4 | ||
Corporal
|
Yeah alerts were just a bandaid fix against all the meta-game complaints.
I think they could stay if devs remove the automation and give control over to outfits/commanders somehow. Just to direct the zerg a bit. Only really useful with way more conts though. |
||
|
2013-07-22, 12:07 PM | [Ignore Me] #5 | ||
Sergeant
|
The alerts only happen when the pop is low enough to trigger them.
They work great. It would be sensible to just include more conditions into the triggers so that capped/locked conts, overall teritory and lock time factor into the automation trigger process. Theres allready going to need to be some auto unlocking of conts in order to prevent people from running out of places to spawn. Theres no reason why at "low pop time" a locked cont couldnt be auto flipped and become a cap target for an alert. Even at high pop alerts could be used as a driving force. With a large pop disadvantge on a cont, an empire specific alert could be used to entice people to fight rather than logging off. |
||
|
2013-07-22, 12:08 PM | [Ignore Me] #6 | ||
First Sergeant
|
I don't see the alerts themselves going; just what the alert objective is changing. Are they needed? Not really; but if they take a more subtle integrated form then it's not going to be the biggest bugbear in the game come continental lattice time I'm sure.
|
||
|
2013-07-22, 12:46 PM | [Ignore Me] #7 | |||
First Sergeant
|
Making the facilities be some kind of strategic objective, that also means that the alerts for facility ownership becomes useless, because it just makes sense to secure those places to help your advance. Alerts added in, after we have some kind of clear objective, takes away from what the game should be about |
|||
|
2013-07-22, 01:45 PM | [Ignore Me] #9 | ||
Sergeant Major
|
I think most of us agree that alerts are broken,
I would like to see alerts scaled back to small objectives (like take one specific biolab for fewer xp). It should be a side objective, not THE objective.
__________________
>>Make resources matter!<< |
||
|
2013-07-22, 02:24 PM | [Ignore Me] #11 | |||
First Sergeant
|
So if you take all the biolabs on a continent, or all the biolabs in the world, there is a built in XP reward for your faction. I mean, the basic IDEA of alerts, where you are paying out XP for accomplishments could be integrated back in, as built in tiered rewards that your faction unlocks... that might even help to push people down lane even more, because then there is that clear payout for taking all of X from the other 2 factions. The only thing that needs be removed (Because it just doesn't make sense anymore after the timeless 24 hour a day world wide war is factored in) is the timed portion of it. That will be taken care of with the mission system. |
|||
|
2013-07-22, 04:09 PM | [Ignore Me] #12 | |||||
Sergeant
|
I guess you could make it a faction-specific Alert. Say, the TR get "orders" to take a Tech Plant currently owned by the NC. But you'd have to notify the NC, too, so that they can either deny the TR any reward for capturing the target, or receive a reward for defending it. In order to not leave out an entire faction, though, you should probably have at least one "attack" Alert going for each faction. That means each empire would have one particular facility they're charged with capturing and one that they'd need to defend. This could present problems if two factions get an Alert to take two different facilities owned by the third faction, essentially creating a double-team. To correct that, you'd have to give a faction one of these alerts for each of the other factions; that's two facilities each empire would be charged with attacking and two that they'd need to defend. But then these types of Alerts could be either extremely difficult or relatively easy depending on how deep in the enemy territory the facility actually is. It also comes off as an AI-controlled mission system which may or may not go over well with the community. I don't see much love for the facility type-specific Alerts as they are now.
A reward could also be granted for breaking another faction's hold on these facilities. I think you'd have to implement some kind of "cooldown", though, to prevent situations where, intentionally or unintentionally, two factions go back and forth (capture, break, capture, break, etc), raking in the rewards. Last edited by Climhazzard; 2013-07-22 at 04:13 PM. |
|||||
|
2013-07-22, 04:14 PM | [Ignore Me] #13 | ||
Second Lieutenant
|
I don't see a reason for alerts to go away entirely. But once they get the intercontinetal lattice in they definitely need to be toned down even more.
Now how to include every faction in those alerts I don't know. |
||
|
2013-07-22, 05:35 PM | [Ignore Me] #14 | |||
Contributor General
|
based on ps1 experience, we had the inter-continental game and that's what people were concentrating on and also what motivated people. We had CR5's to discuss and decide on strategy. Very occasionally brewko would start an event and nearly everyone hated it because it disrupted and was a distraction to the basic game. (I say everyone, obviously if you disagree I meant me and one other bloke). So, in PS2, if after we get inter-continental gameplay the event doesn't annoy in a similar way it indicates to me that the inter-continental game isn't working right. |
|||
|
2013-07-22, 05:47 PM | [Ignore Me] #15 | |||
Sergeant Major
|
More appropriately, make it so that the player generated missions replace the alert system for faction specific alerts. For instance, if a biolab is needed (not sure why one territory would mean more than another, territory still wont really mean much other than just more territory), platoon leaders can use their "bounty" points to specify areas they want the zerg to go. The more platoon leaders place points on one area, the more xp for that spot. Platoon leaders are given points based on territory caps and defenses or something. I know its not a perfect system its just one that came to the top of my head. The point is, alerts need to be smaller objectives not massive objectives that take the entire focus.
__________________
>>Make resources matter!<< |
|||
|
|
Bookmarks |
|
|