[Suggestion] HIVEs away from combat/in enemy hexes.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by pnkdth, Jan 25, 2017.

  1. pnkdth

    To combat the people who build bases for the sole purpose of VPs I suggest the following;

    HIVES will only remain active if;
    1. Within a contested hex(friendly or enemy).
    2. Should probably remain active one hex into friendly and enemy territory as well. Point is, they should at the very least contribute.

    HIVES will deactivate(cease to earn VPs);
    1. If deep within friendly or enemy territory.

    By deactivate, I mean you can no longer build or repair that base. You will no longer be able to spawn there, and generally speaking works as cut off territory. If they become a part of the fight again, they activate and start giving VPs again.

    Victory Points should, after all, be something which helps you secure victory. Not guard some irrelevant place on the map no one cares to actually win. It should not be a nice little minecraft adventure with zero danger to it.
  2. LaughingDead

    1. This makes no sense.
    2. This motivates people to not take bases? What a grand counter intuitive idea.
    3. Forcing a player base to participate in a fight when you can't build within 200 meters of said fight? How well do you think that will turn out.
    4. This constantly will force out pop balacing in a hex, if 6 people are working on a base in that hex and one guy is fighting, 7 enemies will respond to the one dude.
    • Up x 2
  3. pnkdth


    1. Ok, why?
    2. Ok, why?
    3. Bases will be nearby. 200 meters is not a long distance.
    4. That scenario will never happen. We usually see 3-4 bases active per empire(per continent) at the VERY most. Why would that suddenly double when it is much more risky to build?
  4. Klabauter8

    They should just greatly reduce the VPs for HIVEs build far away from WGs, and also greatly reduce the no-deploy zone.
    Those are the main reasons why people still build them at the end of the world, because you just still can get decent VPs with them, and it's just too dangerous to build them without any kind of support (ie friendly bases).
  5. FateJH

    What I don't undetrstand is why you are conjoining the VP activities of the PMB with the other normal functionalities of the PMB. If you want to stop PMBs from generating VPs when too far detached from the frontlines, that's entirely unrelated to spawning, repairing, defensive, etc., functionalities.
  6. pnkdth


    Fair point. I just want to have a disincentive to build safe and out of the way bases so perhaps not generating VPs is enough.
  7. LaughingDead


    1. Why should you only be able to start building in a contested hex? You just said that you can't build in deep or even two hexes away from enemy territory, considering how long it takes to build up a good base this is just bad.
    2. You can't simply tell the majority of players to not take enemy hexes so that your base generating 100% remains active, you purposely demotivate fights from happening, this is also bad.
    3. 200 meters is a bloody long distance, if you have troops coming from a base they will take way too long to get there also why should you need to send your hive workers to attack a base if you want your hive to stay active? This incentivizes teams to sabbotage themselves.
    4. Saying "that will never happen" is a red flag; talk to anyone who does drop outfitting, they will tell you that happens literally all the time.
    • Up x 2
  8. pnkdth


    1. Because it should add to the fight. Obviously there needs to be adjustments with how things are built.
    2. Similar to point 1, adjustments and tweaking to how you build. If they add to the combat/empire this would foster team work.
    3. By supporting each other you can use bases to reinforce flanking or create crossfire. It might actually connect bases on Esamir where there are notoriously little cover.
    4. I am saying it because it doesn't happen even know when it is easy and safe to build bases. It simply does not make much sense for it to happen twice as much if it is in a risky environment. But back to point 1 and 2 it would be a lot more interesting if bases actually added to sieges rather than people having go deep into enemy territory.

    Right now HIVEs are nothing but an annoying distraction and a way for empires to game the VP system. While I like the fact continents cap more often it happens a little bit too often and the construction system is at the heart of this problem. Hence my focus on denying VPs for useless HIVEs.
  9. Liewec123

    just remove VP progress from hives! give hives a different purpose,
    like a bonus to XP or resources.

    noone likes continent locks and they're killing the game.
  10. DorinFoehammer

    • Up x 1
  11. LaughingDead


    So far you are simply demotivating people to build entirely, hives on a front line are simply chewed by vehicles that have nothing else to kill, and speeding up the process of base building just pisses people off when a tower insta-spawns right there.

    Devs don't want player bases to be involved with base fights, that much is clear (Crown base building on C point was awesome), forcing hives to be involved with base fights when they are punished for being involved with base fights just creates a bad system. Like forcing kittens into a 1 inch wide pipe for food on the other side.
  12. pnkdth


    Naturally there is a middle ground. That's what making adjustments mean.

    It is also possible to make bases more interesting to fight at, even if they are deep within friendly/enemy territory.