[Suggestion] Battles are always on same bases & solution.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by JUSSI81te, Jan 26, 2015.

  1. JUSSI81te

    Hi

    Sometimes I just quit after login since battles are almost always in the same bases where I have been fighting few years. Maps are huge but there are many bases that never gets attacked.

    Maybe solution for that could be that after warpgates rotate the bases are divided differently. I mean if Vanu gets connection to NC warpgate, NC gets connection to TR warpgate, TR gets connection to Vanu warpgate and middle bases are divided equally(or randomly). This could be also made the other way round every other time.

    This way battles are at least sometimes on rarely fought bases what normally never gets conquered. I wouldnt even mind if bases are divided very unequally and we have to fight our way to some other base on alert like mission.

    Is this hard to do? Could we try this? I wish to fight on the "new" bases!
  2. FateJH

    I'm not certain I follow the exact terms of proposal but the idea is to vary the lattice connections so that the bases are encountered in different orders, correct?

    To which I offer you a question: why would this make well-known tough nut bases like Indar Excavation or Saerro Listening Post or Auraxis Firearns any easier to crack? why would we not get logjammed at these bases the same as we are now?
  3. Smoovious

    I wonder why all of the bases are allocated to a faction to begin with...

    When a continent unlocks, lets have all of the bases neutral, and we have to race out to regain control of territory.

    Alternatively, it might also be interesting, if all of the bases were randomly allocated in a big jumble initially, too.

    Neither of these things will solve the OP's irritation (which I share) but it would liven up the starting conditions a little bit.

    -- Smoov
    • Up x 2
  4. TekDragon84

    I agree that it is getting boring fighting the same "tough-nut" bases with the same solutions, but I don't know a viable solution. Messing with the lattice isn't going to work. We'll still get stuck at those bases.

    I also strongly hate the idea of bases starting at Neutral. Even if that halves the time to cap, that can still be 20-30 minutes of boring-as-**** downtime every time a continent unlock before battle can be started.

    What I think I'd like to see is maybe some variation in how the factions are assigned bases on an unlock. Have a 6-sided dice roll and the result off-sets the territory by that amount. On an extreme case, territory is heavily offset, with a faction's territory extending from their warpgate aggressively to one side, while another faction has territory extremely close to the other side of their warpgate. This would be balanced, fair, and fun.

    Imagine an unlock on Indar where North Gate controls all the way down the left side of the map to the Tech Plant there, SW controls all the way over to the SE tech plant, and SE controls all the way up to the NE tech plant.

    That'd be fun as ****.
  5. JUSSI81te

    Lattice changes would be nice too, but I was thinking it may be easier to divide bases after warpgate rotation differently for the factions. So every faction could fight in "new" rarely fought base.

    Conquering Saerro Listening Post is another problem and this doesnt answer for that. I wish Saerro and other tower bases were faster or easier to conquer. I dont even go there anymore, cause it gets so boring. I miss the times when PS2 came out and we could fight almost all over the map.
  6. JUSSI81te

    Yes, this would be fun!

    This could be fun too! Wow.
  7. Astriania

    30 minutes of ghostcapping? Pretty dull ...
  8. JUSSI81te

    Oh man you may be right. I was thinking that every faction tries strategically connect bases to their warpgate, but probably it only goes to ghost capping and there would be no fights.
  9. Astriania

    I think it could be fun to leave the frontier bases (at least the middle base, Crown/Eisa/Nason's/Ascent) neutral, but not the whole map.
  10. Pelojian

    I think the idea is isn't that the bases would be easier to crack but the previous bases wouldn't be so predictable.

    the easiest way to do this is create a few more lattice templates for each continent rather then something completely random. so there's some variation, but such variation isn't completely random and potentially unbalanced.
  11. MahouFairy

    No, don't make it a race! I love watching and performing a fireworks display in the warpgate everytime a new continent is unlocked. A sense of urgency will only dampen the celebrations :(
  12. FateJH

    I think the main problem we're going to run into is, curently, a lot of the lattice follows the natural flow of the land and the roads on continents. In another thread I was complaining about the flow of the Bastion--Heyoka "corridor of doom" on Amerish and this is a prime example. The bases in those lanes are isolated from everything to the North by a mountain range, and the South merely connect to the Tech Plant anyway. The only thing you can do for a base like Heyoka Armory, for example, is carve a lattice connection to Cobalt Communications across the grasslands; but, that's way too close to Kwahtee. In fact, that's probably the biggest problem is adjusting the lattice on Amerish: moving some links places major bases in too few hops from each other. There's actually a pattern of the lanes on Amerish.

    While Esamir is much more open, in contrast to Amerish's claustrophic mountains, it also was laid out with the lattice following the road, or the road following the lattice, or both. More to the point, the current implementations of the lattice on both Amerish and Esamir follow specific patterns.
    • For Amerish, it's three minor loops connecting two of the three satellite bases of the Biolabs and Amp Stations along the North, East, and West sides of the continent, a large loop in the center connecting all of the Tech Plants, and a diamond that connects three of the trickery bases leading around the inner loop of the Tech Plants.
    • For Esamir, the pattern is actually two lines to the Northwest and the Southeast. In the North it's Freyr dividing two Biolabs and in the South it's Ymir separating two Amp Stations. In the center of the continent, it another looping of bases that connects all the satellites of the Tech Plant and, once again, roads exist where the lattice goes. (This is also why Esamir is inherently unfair to the Northwest Warp Gate - they have to drive a long way to get into the Ymir connections.)
    I'm not certain if the way the continents are currently laid out, in short, actually allow enough ways of varying the lattice layouts. if I may, here's a picture of Amerish from PS1, a game where the developers actually wanted to implement a method of allowing the users to adjust lattice lanes. Again, we are faced with only a handful of options to move around lattice lanes, and operate within the system of capitol and subcapitol bases, and making certain the Warpgates and Broadcast gates and Geowarps are well spaced-out enough to follow their own consistency and remain meaningful. In fact, this Amerish is quite thoroughly connected in some places without tinkering.
  13. _itg


    That would just mean people have to ghost-cap a bunch of neutral bases before battle lines form and any actual fighting could take place. If they were randomly allocated, it wouldn't be too much different, except certain difficult-to-capture bases would probably stay with the faction which drew them initially.