PlanetSide Universe - View Single Post - Huge Outfits and PlanetSide 2
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Old 2012-12-22, 08:13 AM   [Ignore Me] #237
basti
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Re: Huge Outfits and PlanetSide 2


Originally Posted by Malorn View Post

* Do resources need a bigger role? (in theory, a small outfit can better do resource denial with small territories)
* Does territory capture need to be slowed down to allow for response, regrouping, and to wear down a zerg?
* Does defense need to be more rewarding XP-wise?
* Do vehicles need to cost more resources to help reduce spam?
* Do deployment options need to be reduced to encourage more natural concentration of force? (I'm thinking PS1 here where you had 3-4 options on where to spawn and it kept forces together so you weren't steamrolled as much and opened up opportunity for small outfits to avoid the concentrations)

1. Right now, resources are eighter completly useless (you get to much to really care), or just annoying as fuck (you dont get enough to do anything. Depens fully on the capture status of the continent your on.
I think the whole "you get X resources for this territory per tick" system just doesnt work. It rewards the empire that is doing good a lot, while punishing the empire that is doing bad. Now, thing is, the empire that is getting pushed back usually just lost a bunch of vehicles in the process of being pushed back. Now they also get less resources. At some point, they cant even defend anymore, and just get steamrolled. No idea how to fix that tho, any idea i come up with breaks right away. :/

2. Yes, absolutly. The whole capture mechanic right now needs to change. A Flat out timer a la hack and hold is likley the solution. It gives everyone a clear idea about how long they got time to get a resecure going, rather than having a completly random ticker. Seen Buzz yell quite loud once on the stream about that, as a outpost you guys tried to defend flipped within seconds, way to fast to mount any attempt to resecure.
So, Hack and hold, please. The more surrounding territory you own, the lower the time needed to hold the hack. But, once the hack is on, the time doesnt change, even if surrounding territorys flip owner.
Should work well for Techplants and Amp stations, as they need a resecure from the outside, rather than a push from the inside like biolabs.


3. The defense XP bonus is good, but people dont realize that its there. So, it needs to be more obvious that you get a bonus for defending.
Maybe, instead of giving the bonus to all XP right away, save it up to give it out whenever a defence is over (whenever you leave the territory / loose the base / dont get any XP for x Minutes while still in the territory). People would still get exactly the same, but it would be more obvious to them what they get.
I bet after such a change, people would yell that they now get to much XP for defending.

4. No. Thats not helping to fix the problem, it just annoys people. A vehicle zerg only exists for a short amount of time, till it gets taken out. Usually, people then dont just jump into tanks right away again, but instead spawn at the nearest AMS.
What we need are more effective ways to slow down a vehicle zerg. More CE tools maybe. I would suggest a drastic change to mines: Cut the damage down to 25%, up the amount of Mines Engineers carry around. The idea is to create big minefields again that dont kill vehicles right away, but hinder their movement. Well placed minefields could then work quite well together with HA and Tanks to quickly take out a vehicle zerg.
Also, maybe nerf The standard guns infantary Damage. If infantary has a better chance against Tanks, the whole issue may go away completly.

5. Yes. Closest 2-3 AMS within 500M (to avoid the AMS hopping that happens quite often), Closest Outpost, closest Place to spawn big vehicles. Thats it.
Prevent people from spawn hopping around, and you should be good.
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