PlanetSide Universe - View Single Post - If SOE made Planetside 1 Open Source, what should be community focus?
View Single Post
Old 2014-05-31, 10:13 AM   [Ignore Me] #48
Figment
Lieutenant General
 
Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by GodlessHeretic View Post
TRANSLATION: You weren't allowed to use HA, MBT's, or Reavers under any circumstance. These items are the lynchpin of just about every retard who plays/ed Planetside. Without them, the game becomes more cerebral and strategic. You'd actually have to THINK about what weapons are in your loadouts and what vehicles to use as your list of choices suddenly expanded through the non-use of general purpose kill-alls. In short, it was a place that spit in the face of the lowest common denominator of Planetside.
Less options, but with less competitive power gaps, you mean.

Basically what you're pointing out here is that you disagree with basic TTK and unit balance, and applaud a more level playing field through forcing people to use equipment that is directly on par (due to being the exact same). So not that the units would be available, but that individual skill becomes more prominent as everyone has to use the same things.

Poorly implemented? Most likely. Poorly designed? I don't believe so and you've given no facts to prove otherwise at this point.
I can give ample examples of that.

Nexus has too little cover on the approaches from the towers, making it easy to farm infantry that has to cross large amounts of open terrain. It's balanced in favour of the defender to such an agree that the defender is the only one with vehicles after a first wave of enemies is destroyed. This logistic issue makes people move to another fight relatively soon when attacking due to not liking being farmed. It is one of the favourite "farm here!" DSCs for that reason and has tremendous defensive power. This would be nice, if it were not part of a stringe of islands either. A vpad connected to some of the tower ownerships would have significantly improved Nexus (even if it would mean fights would last far longer).

Extinction had too high ravines and distances were too great and often farmable (especially for snipers). People didn't make use of the amphibious options because they simply overlooked them. Had everything been a bit closer together, it'd been better.

Desolation was good, though placement of the west base could have been a bit more southern to ensure slightly more equal distances between the bases.

Ascension lacked cover and the approach from the south east to Rashnu could have been far shorter, allowing it to actually be a more valid invasion route. Since it's a Bio Lab and you have to get up a steep cliff, it's already hard enough to get there. Again, all the "Top" towers could have been just a little bit closer to the bases to be useful for staging grounds of infantry attacks.

One of the big issues though is lack of Skyguard acquisition. As it always is. :/ That should just never have been bound to Tech, since Mosquitos are always available too (you need countermeasures and most players can only afford one form of AA).

Caves, if used, add to the continuity of other fights through the use of modules. They provide a tangible secondary resource that is actually quite important.
Not my point, my bad for poor phrasing though. I mean continuity in bringing forms of weapons from one to the next. If you want to break out of the suggested triangular lattice setup with BIs as a home continent, you'll have to break out to the next continent using the same vehicles you can get on the continent. Otherwise you add a logistical problem by forcing people to first fall back to sanctuary (which will mean these people will reconsider where they would be going next). While if you can just move through the warpgate, then everyone moves as a coherent group to the next area.

With caves, you don't really have that to the same degree since at the end of a cave fight, you're more likely to see people bring modules somewhere.

Although modules have been obsoleted with the cave lock system and module raiding been made rather low on a tactical and strategic level since people only placed modules at capitals.





Capitals are something we would have to see go too. I would state cavelocks should have to be removed as well, to put more emphasis on the module acquisition and escorting.
Figment is offline  
Reply With Quote