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Old 2012-04-04, 06:48 AM   [Ignore Me] #61
SkitzoSniper
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Re: Outfit member Cap


The original Planetside did not have a memeber cap, and there was absolutely nothing wrong with it. There is no need to change it for this game either.
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Old 2012-04-04, 06:49 AM   [Ignore Me] #62
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Re: Outfit member Cap


Outfits shouldn't have caps, it should be up to the outfits to set their own goals according to how they can manage their members effectively and efficiently with whatever structure they choose. Some outfits will simply be member heavy with no organisation and some will be uber organised and with a few elite members. The outfit should be free to choose their own cap rather than outfit having to try to work a way around it.
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Last edited by Nalan; 2012-04-04 at 06:50 AM.
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Old 2012-04-04, 11:25 AM   [Ignore Me] #63
DviddLeff
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Re: Outfit member Cap


No reason for a cap. As others have said if you want to organise a full population lock to strike one place at a time there should be nothing stopping you from doing so.

If you want a "good" fight, and by that I presume you mean a balanced fight, go play Battlefield, CoD, CS, etc; Planetside has strategy and a major part of that is force concentration.
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Old 2012-04-04, 03:06 PM   [Ignore Me] #64
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Re: Outfit member Cap


Originally Posted by SkitzoSniper View Post
The original Planetside did not have a memeber cap, and there was absolutely nothing wrong with it. There is no need to change it for this game either.
This. The majority of the organizational features from Planetside will translate to PS2 just fine. What they really need to focus on is integrating all the new things they've already shown and confirmed.
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