PlanetSide Universe - View Single Post - Possible upcoming changes to Spawn Rules
View Single Post
This is the last VIP post in this thread.   Old 2013-07-11, 07:23 PM   [Ignore Me] #37
Malorn
Contributor
PlanetSide 2
Game Designer
 
Re: Possible upcoming changes to Spawn Rules


Perhaps "throttle" wasn't the right word. Feel free to interpret that word as "some form of limited-use mechanism that discourages abuse of large groups." And feel free to offer suggestions. Goal is stabilizing the fronts and trending towards population equilibrium along a front.

Outfits of course will intentionally bypass that because that's a clear and obvious way to gain an edge. Nothing really stops one person from going to an area, putting down a spawn beacon and having the rest come in, and that's what organized groups will do. For moving large groups transport vehicles should be the most efficient solution and the preferred method of front-shifting.

That's where a resource cost for long-distance spawning makes a lot of sense, because the resource cost of one vehicle is a lot cheaper than a spawn cost being paid by an entire squad. And you can't guarantee that everyone in the squad will be able to pay that cost, thus transport vehicle becomes your most reliable and efficient solution of moving a large group. And that transport vehicle takes time to move, can be spotted, and can be destroyed. That adds depth and reduces the volatility. So if you want to go against the grain and shift fronts en masse you do so with a tradeoff. I think that's the general idea of how to correctly solve the problem, but it has it's challenges. I think it could solve the mechanical problem quite well but doing so without making the game more confusing is difficult. Also making it work for large organized groups without screwing over the casual/solo player is essential.
__________________
Malorn is offline  
Reply With Quote