A new resource system and zerg

Discussion in 'PlanetSide 2 Gameplay Discussion' started by boobeb, Jul 28, 2014.

  1. Valadain

    One of the annoying things about being older than most, is seeing people completely misuse a term. "Zerg" is a very specific tactic from the original starcraft. It was not simply "lots of units". It was specifically using a high unit producing faction, building up lots and lots of low-level units as fast as possible and throwing them at the enemy before they had a chance to build up any sort of units themselves.

    Two massive armies meeting on the field was not a zerg. A massive army hitting a player base that was defended by a massive army was not a zerg.

    So in the context of Planetside, a zerg is when one faction spins up a massive army and swarms a base that is fairly undefended and tries to ride that surprise and overwhelming odds as deep down the lattice as possible. Once it hits an equal popped army, it is no longer a zerg, it is just a battle.

    The swarm o' tanks on its own is a different issue entirely. It can be used in the zerg, but it can also be used to topple an even battle, which is not a zerg. The problem there has more to do with the nature of tanks, in that they can be very effectively manned by just one person.
  2. maxkeiser

    I think the XP should be quite a lot more for significantly underpopped forces - like 50% more.

    Also, bases in general could be made easier to defend (a bit). Another tunnel to near the A point, or a covered walkway here or there etc. A few tweaks.
  3. Tacom

    With that you only get to bring xp loving players to the underpopped side, wich will be slow or not happend at all.

    To achive balance, you need something that reinforces the underpopped side instantly and that can be resources. A boost in resources as big as the difference in population would compensate in equipment the lack of people, and can be done in a region by region basis.