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Old 2013-05-21, 05:04 PM   [Ignore Me] #2
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Re: SKY's Blueprints Vol. 2: Factions and Asymmetrical Balance


VS
Projectile Bounce – by tuning the energy masses to certain frequencies and applying stabilizer fields, Vanu projectiles can ricochet, reflect and bounce from hard surfaces in the same manner light rays are reflected.

Weapon Mechanics

NC

Projectile Control – at the temporary loss of velocity, New Conglomerate soldiers are capable of steering some projectiles. Two systems are currently available: Full-time control (NC15 Phoenix) and Advanced Target Acquisition (NCM3 Raven) which controls the projectile for 2 seconds. After this time, the projectile rapidly accelerates towards its last destination - this has been designated for long-range combat.

TR

Projectile Swarm – Launching a single, host projectile which then launches a swarm of projectiles causing considerable damage across large areas has been a standard Terran procedure for over a century.

Remote Detonation – in order to maximize efficiency of Terran warfare, some heavy-duty weapons have been fitted with launched explosives equipped with a detonation relay. Best used in close proximity to target.

VS

Charge mechanics - this mechanic has various iterations and is probably the hardest to implement in fast-paced games. On tough objects like vehicles, the standard model of charge time/charge levels = stronger/faster/higher AoE projectile applies easily. On infantry however, this mechanic could potentially be to the detriment rather than an advantage.

Other models which utilize faster charging mechanic must be utilized: Reverse charge – projectile is charged prior to shooting, first projectile deals maximum damage, subsequent deal less depending on how long the user lets the chamber recharge; Burst charge – chamber is quickly charged for increase in RoF and thus DPS, last certain amount of time or projectiles; Overcharge(aka Overdrive) – allows higher damage/dps at the expense of a negative effect. Standard Charge being a different fire mode is also an option.

Lash Effect (aka travel AoE) – what is more frightening than a projectile that can swish past your head towards another target with lethal accuracy and still potentially kill you? Nothing, VS researchers say.
note: If you have more ideas on empire specific mechanics in this vein, please submit them in detail below! Do keep in mind what each faction stands for!

General Principles of Balance Asymmetry

Creating this type of balance is perhaps one of the most difficult tasks. For one, all weapon classes must fulfil nearly the same tasks, only their means differ. Then there is the problem of rock-paper-scissors nature that could occur. Finally, there are some individuals that would prefer total homogenization of all weaponry (aka. boring, non-existent factional differences).

The state of asymmetrical balance can be achieved by having differences of play style so vast that the tools of each faction can hardly be even compared due to their operation mechanics.


Assembling of Above Aspects into working and enjoyable experience

With the severity of proposed changes it is imperative various iterations are extensively tested on the Test Server first to ensure that the factions are truly different, yet can accomplish the same goals with their own, respective power.

Planetside 2 can feel like 3 completely different games depending on your empire choice, which can not only boost the sales, but truly make it a marvel of modern gaming. Of course, marketing and in-game references and tips will have to promote the notion of entirely different play mechanics so that even the users not familiar with the franchise can understand that they do not need the exact same replicas of their adversary’s instruments to accomplish the game objectives and most importantly, have fun.

With that, I conclude Volume 2. Please do post your ideas and feedback below. I will see you again in Volume 3, where we go even DEEPER and dissect Classes, Utilies, Weapon classification and more!
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