PlanetSide Universe - View Single Post - Tug-o-War Territory Capture Model
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Old 2012-04-11, 12:25 PM   [Ignore Me] #13
Xyntech
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Re: Tug-o-War Territory Capture Model


I like it. Preventing instant resecures will drag fights out further, but only hotly contested ones. It may even prevent some fights from dragging out by stopping a small resecure team from singlehandedly destroying 14 minutes of defending a capture.

Resecuring back hacks would still be relatively quick, while actually still giving the back hackers a chance to hold on to the territory and potentially draw it out into a larger ongoing fight.

One thing that I think would be important is that whoever owns the contested territory has it count towards their number of friendly adjacent territories. In other words, home team still has an advantage in their number of tickets, but only slightly.

I also like the idea of things like LLU's being able to give a temporary boost to one of the sides tickets. This would give the devs a lot of creative freedom to make fun objectives the players would want to try to complete to help their cause, especially on hotly contested stalemates, while being relatively easy to balance and not undermining the standard capture mechanic.

Good ideas. I hope the devs take this into consideration. It seems plausibly doable since it is based on the same territory system and would essentially just be a few tweaks to the capture timers.
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