[Suggestion] Possible Solution to Spawn Destruction

Discussion in 'PlanetSide 2 Gameplay Discussion' started by H4YW1R3, Nov 17, 2021.

  1. H4YW1R3

    If they really wanted to solve the problem of sunderers being destroyed, they'd do something about liberators and "battle galaxies".

    If they want a lattice, then they should redesign bases so that they have a spawn room for each lattice connection to the base, powered by the warpgate. For big bases, or bases with 3 points, they could have a pair of spawn rooms per connection. Whatever faction controls the base with a connection, uses the corresponding spawn room. Spawns like sunderer's, routers, and beacons would still be useful, but not necessary.

    With a system like this, devs could bring back the ability to drop behind enemy lines to "cut" the lattice. This is where anvils, sunderer's, routers, beacons, galaxies, and valks would be of value. Then the outfit could try to take the base, cutting the lattice, and hold it for as long as they can.

    If devs are even interested in somewhat controlling zerging, they could set spawn time triggers. That is, set respawn times according to each faction's population in the hex or at the base.

    Before ghost capping is mentioned, devs could have done away with that a long time ago if they wanted. Simply by causing the point(s) to revert back to the owner's faction if no enemy is within the base's range. By range, I mean whatever range that the base's point(s) begin to display on the mini-map. Devs could also return the process of capping points back to the way it was originally, requiring more than one person to turn a point.