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Old 2011-02-23, 04:17 PM   [Ignore Me] #16
GoldDragon
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Re: Generator


Originally Posted by kaffis View Post
But any massive game that requires teamwork will always have an element of herding cats.

The idea, then, is to make it so the cats will want to do productive things. Sure *I* have no problem defending a quiet base. But my squad might. And defending something alone is so boring and unproductive that even I can't stomach it.

It also, however, doesn't reward the commander who can actually convince a squad of people to defend before the enemy zerg arrives for doing so. I think we can agree that it's (potentially) a productive use of his time and leadership, but his chance of ever getting recognized for it is zero, while platoons of uncoordinated, leaderless people are pumping CEP into 3 guys just for following the zerg around.
Amen. One of the things my outfit does is all the work that the zerg will ignore. If we see a link that an enemy can exploit, we will do our best to set up a defense (usually large amounts of CE as a babysitter so we can continue trying to help people make progress...) before it becomes a problem. Often we've been in the middle of setting up defenses when people arrive and we've been able to call for help.

That said help usually just ignores us until we get screwed over by the 20+ incoming against our 5-10.

Anyway, I have to say I like the potential ideas behind a delayed shutdown. That aside, if you pull the plug then no lights for you. As much as these delayed shutdowns and secondary generators might simulate more realistic set ups, I'm not sure they have a place in PlanetSide. Initially reading through I would have agreed with the thought but after seeing the counter arguments I am inclined to disagree.

As it has been said several times you either defend your assets or lose them. However I recognize the validity of needing an incentive to defend. While tactical players see the incentive as not losing stuff, the people who play for experience (for "fun"... to each their own) do not and are perfectly happy leaving it to the strategists and older players (I know several who's twitch reflex isn't at its best who do things such as ANTs and Defenses etc). My suggestion here would be SOI / Asset XP Bonuses. That is to say if you are the only person within your base or near an important asset, you should gain extra experience for defending it. I feel this applies to attackers as well so there is more reason to use tactical strikes and not just rushing the next base on the list.

This is just another take on the situation. It's impossible to make everyone happy, that's just how things are, so lets hope in all of these suggestions (pray that SOE actually pays attention...) we get something that works well enough we can enjoy it.
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