PlanetSide Universe - View Single Post - Cont Lock finally?
View Single Post
Old 2014-06-05, 05:41 AM   [Ignore Me] #65
Figment
Lieutenant General
 
Re: Cont Lock finally?


Originally Posted by Mordelicius View Post
Except, defense is allowed to park the Sunderer next to Capture point, correct? In hockey, are defense allowed to just block the goalpost all the time? Surely if the defense is allowed to park a Sundy to the capture point in PS2, then logically, and by rule of reciprocity, offense can be allowed as well.
The analogy doesn't quite work: defenders may be subject to different rules. In the sports analogy above, offense can be off-side, defense can not be since it's their side of the pitch. Hence defenders can spawn in the spawnbuilding, but the attacker cannot. Or, in PS1, defenders could use /b in their SOI, while attackers could not.

Yet, nobody was allowed to HART in within a SOI, to prevent bypassing of the defensive lines in order for defense to have a chance. You're better off describing why equal rules should be applied in this case, than that "it's natural". Remember, we wern't allowed to place vehicles at certain points near doors in PS1, due to potential blocking abuse.


Whoa, wait a second! Snipers are different from infiltrators!! I'm proposing removing it from long-ranged Snipers. Hence, if they have a Sniper rifle equipped, stealth is disabled. So if a regular short ranged weapon is equipped, then Infiltrators can still stealth. And oh, stealth has huge effect for infiltrators. That's why can they are mobile and can change location with impunity. There's way too much advantage and no downside at all.
Only downside is health (armour/hitpoints). Snipers did fine in PS1 without stealth. I've always been of the opinion it's too easy to have snipefils run around cloaked. Same for headshots being instant kills a lot leaving too little survivability to become situationally aware for a lot of people.

It would be great if it can substitute for the NDZ instead. It's a much better mechanic.

The PS2 Generator mechanic is the best example of "hands off" approach. It's all player vs. player interaction and gameplay. There's no Dev hands preventing players from doing anything, it's all player driven.

A Sundy Jammer would have a similar "hands off" concept.
Better but not perfect either. A valid strategic target, but should IMO just be tied to control of the capture point:

Not captured = can't place AMS due to interference range, but any that had already been placed remain functional.
Captured = can place AMS
Re-captured (by defense) = Massively reset capture progress (not just stop ticker or turn ticker around, defense needs more incentive and reward to regain control of points)

I dislike the "capture point area", manually hacking it is much more immersive, can be countered and provides some teamplay cover or stealth requirements, while providing a priority target to resecuring players (a way to control if a cap goes through.

I don't think people should be made aware of a capture attempt of a point or generator until it succeeds. These points however should be in the natural movement and defensive zones of defenders, so they discover this information themselves and by simply moving around, they already cover these areas of interest (rather than that they have to cross to the other side of the base to intervene). Information on what to do next, should IMO be provided to new players AFTER it happened.


Regardless, HART and Spawn beacons should not allow harting on top of buildings. I much rather deal with people who have to work their way up, than with people who drop behind you and get a free passage beyond your defensive line.
Figment is offline  
Reply With Quote