End work on Lattice now before any more effort is wasted.

Discussion in 'Test Server: Discussion' started by FrankManic, May 2, 2013.

  1. Eugenitor

    The difference would have been that instead of spreading out and capturing the map, your faction would have zerged one or two lanes.
  2. Giggily

    So the exact same thing!
  3. Eugenitor

    Depends on the zerg. Most of the time, you're right, save for a few outliers grabbing up some undefended stuff to the sides. I've seen Chinese TR hordes grab everything like a swarm of locusts, though.

    During an alert, though, people seem to wise up and start spreading out to take territory, creating a line of squad vs. squad and platoon vs. platoon engagements, sometimes imbalanced, sometimes pleasantly not. This is why the hex system was developed. Those are the battles we were supposed to have been having this whole time. Take Shadespire Farms, Blackshard Iridium, Gravel Pass. Do those bases look like they were supposed to support platoon-level engagements, especially with the original spawn rooms? Of course not. They're meant for squads or less. The ideal "front line" of hex-based PS2 involves everyone in the game more or less evenly fighting over all of the ~20 available territories.

    But players want to win the easy way. So they ball up, and there are no negative consequences for balling up other than getting ghost capped, and then people blame the ghost cappers for trying to play the game the way it was designed. Meanwhile, the ghosts/ninjas/lone dudes in AMS sundies/small squads are wondering why they aren't seeing any opposition, wondering why the hell their own team is sitting in a zergball accomplishing jack **** ("Enemies detected. Ally platoons detected. Time left: 7:30."), or both.

    So, basically, lattice takes this fundamental flaw of the hex system- the willingness of people to bunch up in unstoppable zergballs- and enshrines it as part of the game.