PlanetSide Universe - View Single Post - Huge Outfits and PlanetSide 2
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Old 2012-12-20, 01:42 PM   [Ignore Me] #75
Re: Huge Outfits and PlanetSide 2

To me it seems to be the reward mechanic, all those big XP deposits, outshine the lots of small one. Then on top of that farmable spawn rooms, that keep popping out fresh XP, and you don't need to get out of your vehicle of choice. These form the zerg, add world population bonus, making there no point to playing on a low faction pop continent.

I would add these features in to give bonus to people doing things in smaller numbers.

Population XP bonus should be based on continent, and much more noticeable, encouraging a spread of population across the continents. This would reduce the Zerg size.

Reduce the bases cap XP, during the last double XP weekend when it did not effect base cap XP, I saw more fights, and less Zerging. Also limit the base cap XP verse region population, get too many people, then the amount of XP received drops, have far too many then no XP if given for capping the base.

Say when attack a small outpost, the ideal amount is 50 people, over that the XP per person for capping goes down, if it was to reach 100 people attacking, they don't get XP at all for the cap. Does not force the Zerg to split up, does how ever make them think if I follow all these people I'll get no XP.

Added in additional objectives, I would remove the resource bonus away from the capture nodes, and added in new targets, that need to be defended to keep your resources coming in. These new targets would always be attack-able, no mater how far from the front lines they are. Basically they represent the empire logistics.

Imagine a resource silo, that fills up with resources say air, when its full it starts to give out air resources to your empire members, a hostile force could raid and steal these resources, and added them to their own empire's, and you'ld lose yours till it refills again. You give it a multiple step process so a team has to do it, 3 to 4 steps would do it, while they are emptying the silo they can not fight, so they would need some guards. While under attack it would flash and allow people to respond to it. The Zerg could be capping territory to their hearts content, and suddenly find they can't pull any more vehicles, as all their resources had been stolen.

Just some thoughts, once you start adding objectives and start to encourage zergs to split up, smaller outfits have a places, along side the larger ones too.
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