PS2 from a Milsim/PS1 Vet/Beta Vets POV and the major reason the game took such a dive.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DoctorWhose, Jan 8, 2013.

  1. 13lackCats

    Well, your OP is wrong, because a lot of the things that you say can't be done are actually being done.

    Perhaps you're doing something wrong. Are you waiting for the game to bring the experience to you, or are you attempting to create the experience (as the game requires us to do)?
  2. Tuco

    "Hodo", there's a wwiionline golden oldie nametag if I recognize one.

    Hey yeah, let's get rid of the mobile spawns so defenders have a 10:1 spawn advantage. (Takes 120 seconds for an attacker to spawn and then walk to enemy base, or sit on their thumb while waiting/begging for a ride, takes 12 seconds for a defender to spawn and walk to their flag)

    "OK then put the defender's spawn building 120 seconds away from the flag too."

    *sigh*

    PS1 CLOAKED AMS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  3. Doogle

    I share alot of concerns as the OP with some of the core design of PS2, which kind of saddens me because I can't see any easy fix.

    I remember mentioning back in beta that the ability to cert everything rather than specialise means no matter the tweaks we will never have a balanced battlefield, people will cert into the most powerful thing while still retaining their other abilities.

    Back in beta when AA was horrible everybody was air, this made the weak AA even weaker due to the overwhelming numbers of air, then when AA was buffed everybody was in ground vehicles making flying an aircraft a sure way to die.

    In PS1 suffered less from this issue due to the limited cert option (before BR40 stuff), yes you could cert a prowler with adv engineering but it would come at the cost of the HA on AV cert for your infantry which left you at a disadvantage in bases.

    I hate having to bring ideas from PS1 for solutions but its my only solid mmofps experience I can draw from.
  4. DoctorWhose

    Well I am usually a non-combat support type of guy, so my options in PS2 are really really limited.
  5. Hodo

    1- This is a known issue and I wont go into the air problem. It was a problem in WWIIOL too, but a smart Sunderer driver can avoid them.

    2- I know I wish this werent the case, I liked the Galaxy.

    3- Yes, there is a website dedicated to it. Google it.

    4- 2xp * 100 = 200xp. This is what I made in 10min at ONE techplant attack.


    Really I dont need a AMS on Indar, I can walk to most bases.
  6. Hodo

    There are otherways they can go about the spawn issue. If I recall its the same for defenders that die.. so it wall ballances out.
  7. Tuco

    1) Sunderer's don't dodge air, if they arrive to a destination it's either luck or air is somewhere else.

    3) Website about why players should walk to the battle?

    4) 200 XP is one minute at the warpgate with an ammo pack down, or 2 kills, it's nothing.

    I'm sure you don't need an AMS on Indar, but without the AMS 95% if the targets you shoot at would be playing another game. This aint wwiionline, you shoot once and red triangle starts floating above your head, you've got one kill before you're a marked target. Walking 1,000 meters per kill isn't my idea of fun.
  8. Tuco

    You guys just want a bunch of dead time between battles.
  9. DoctorWhose

    Of course. Constant battle wears you out. Battles need progression and need to end. At then end of the day you want to be able to say "This is the land I conquered, and now its mine."

    Regarding transport, ofc transport is interesting, its realistic and provides plenty of opportunity to do stuff, such as convoy ambushing/defending.
  10. Tuco

    Yeah, back in PS1 when I got burned out or bored of frontal assault 24/7 I would grab a PS1 cloaking AMS and lay down some PS1 mines, PS1 spitfires, and PS1 motion detectors.



    If you wanna talk logistics, then lets talk logistics. Playing tank resupply in wwiionline is as boring as hell, and 90% of tank columns failed. And a player spawns out of thin air at a base, the only difference between real life and spawning out of thin air at an AMS is 1,000 meters.

    A realistic, interdictable logistics system is .....screw it I already posted it in the wwiionline forums and the rats aren't interested. Short version: NPC truck convoy leaves factory, drives to player spawn point and dissapears, unloads load. Tadaaa, no teleportation.

    "But the player can hop all over the map." You guys are hopeless, the supply doesn't.

    "But the player does." BUT THE SUPPLY DOESNT AND THAT IS WHAT SHOULDN'T TELEPORT!
  11. Redshift

    You have no idea what you're talking about, cba to reply to you anymore after this
  12. Deathcapt

    Well Here's the thing, Right now everything is planetside is disposable. Tanks are disposable, Aircraft are disposable, infantry are unlimited and disposable. If you want to get a more "realistic" team oriented experience like arma II you need to more tighly link the cost of aquiring and moving logistics with it's impact on the battlefield.

    There's 2 trains of thought. 1 You can make the game require teamwork to succeed, and thus force players to either leave, or learn to work as a team. Or you can simply make teamwork something which is fluid, and sort of happens, it usually depends on the amount of planning required, a medic reviving someone requires basically no planning, you see an ally drop, you happen to be a medic, you revive them. To the person who's died, getting revived is potentially a bonus that will save them a few seconds of running, and a respawn timer.

    You see enemy air starting to bomb where you're at, you switch to burster MAX, that's reactive team work, some people will do that, so you help your team defend the base. Pre planned team work is that, you already had people who were assigned, to be AA, Maybe you already have skyguards available.

    A biolab flips, and a tank column spawns, and they all play follow the leader to the next base, that's like team work. Making sure that some of those people bring skyguards is a little big higher level, having a couple galaxies already waiting on the airpads to pick everyone up, that's even more planning.

    If we want to go full Required team work, you would see things like, you can only respawn at warpgate, if you die in the field, and want to continue attacking the base, you must be revived (wow, that's some tedious ****), suddenly no one goes anywhere without a few dedicated medics around, suddenly having your guard up all the time really matters, suddenly setting up an ambush becomes really valuable, as you're potentially sending 20 -40 people all the way back to warp gate. Suck *** to die, Sucks to get TK'd tons of people quit the game because of 2 - 3 minutes of down time after getting killed, that being said, driving a galaxy that shuttles new spawns to the front line becomes a viable, non -combat role, escorting those galaxies becomes a valuable meta goal. Ambushing those galaxies becomes a new objective. Driving a column of tanks becomes an investment, spotting and tracking that column becomes much more valuable, ambushing that column becomes a huge success. Defending a base and seeing reinforcements physically arrive becomes much more impactful.

    By making everything constantly accessible, and easy for everyone to get, it cheapens everything. It certainly makes things much less "worth it". Shooting your way through 5 - 10 guys, and dropping mines under a sunderer feels pretty good. It sucks for the owner of the sunderer, but hey, there's probably 2 more waiting to be deployed, it takes the sting out of defeat, but also pales the victory.

    The easier it is to respawn the less valuable revives are. The easier it is to move around, the less valuable transport is. The Easier it is to acquire tanks, the less valuable they are. That being said, most people don't want a "hard game" people want to click on stuff, and get points. SOE wants "most" people to like their game.

    Now, I do propose a solution, and the solution in my opinion is very easy, and is actualy something that I feel will eventually happen, and when it does, I will be happy. The idea is that you have "arcade" continents, and you have "sim" continents. None of the game assets change, balance remains the same. The current continents I think would be a middle ground. The Arcade continents will be smaller continents, with bases which are much closer together. They will have quicker capture times and bases will generally have more points to contest and the bases will be close enough that you can easily see foot zerging between bases.

    The sim continents will feature fewer bases, there will be more single point bases things like towers with single capture points but will have spawn gens at nearly every base. there will be fewer bases, and they will influence more hexs each, only towers and main facilities will have spawns. So you wont be able to spawn on outposts in the middle of no where by yourself. Only main facilities will have vehicle terminals. Airpads will only exist in the warp gate so esfs and liberators will have to RTB all the way to warp gate to rearm, or have a friendly ammo sundy set up somewhere as a ressuply point, same with ground vehicles. Main battle tanks will only be available at techplants and warp gates.

    Main facilities will have solid walls with gates that block vehicles and standard infantry. Players will have to use LAs or galaxy drops to get over walls. I feel that through continent design the developers can give people the different amount of forced team work required.
  13. Cowboyhomer

    I know what you mean...I loved PR on BF back in the day. Personally I dont think that the realism of PR would work for a game that hopes to have as many players as PS2 does. You cant really get more niche than PR I dont think.
  14. DoctorWhose

    Project Reality has a perfect Supply System:

    There are transport helicopters and Supply trucks. Both carry supply crates you can drop somewhere to resupply, get new kits, build FOBs for spawning, AT/AA/MG emplacments, tank traps, foxholes, mortars etc.

    The supply crates run out after a while so you have to bring in a steady stream of them. Resupply is only possible at the main base.

    It works perfectly and people are ready to do it.
  15. DoctorWhose

    Oh you can: Ever heard of United Operations for ARMA II ACE mod? it doesnt get more combat sim than that. Sometimes you sit around for 2 hours waiting for your platoon to execute its part of the battle plan. Briefings take between 30 minutes/1 hour.
  16. Cowboyhomer

    I saw it on my sixupdater but I have not tried it. Sounds like my old *** would fall asleep :)
  17. DoctorWhose

    Its really just for these that basically want combat without being able to die IRL. Its ultra hardcore and its community mostly consists of serving army men/people that served.
  18. Tuco


    Impossible to create a proper defensive perimeter with 32 players.

    What is logistics without the ability for the enemy to interdict it and prohibit supplies/reinforcements from arriving to you. 64 player map, 32 players per side, you would need all your players just to encircle the enemy in a small area to cut off supply, with no players left over to make make an actual assault.

    A) Logistics vehicles need to be NPC driven, and lots of them. There aren't enough players, and it's as boring job for a player. Somehow someway players should determine route logistics vehicles take though, just not have to manually drive them.

    B) Logistics vehicles should be weak, unarmed, and SLOW GROUND VEHICLES, so 1 player per 100 meters can destroy a truck and you don't need your entire side either defending against or attempting to encircle the enemy from.

    C) Logistics vehicles start at a supply depot, drive to a player spawn point, and then despawn. This way there is an unbroken chain of supply from start to finish (player spawn), no teleportation of supply.
  19. DoctorWhose

    You say its impossible? Oh it is possible, believe me.

    It needs 6 people to sucessfully cut off supply lines, and as I said nobody is bored about doing supply for some magical reason. Its part of the game, its important, so people do it.

    And there is really no teleportation of supply.

    The ability to build stuff wherever you want is incredibly good and I wonder why it isnt being adopted by actual games.
  20. Tuco

    In a BF3 mod on a tiny claustrophobic BF3 map where there are only 2 roads you can drive over. Yes I'm sure you could do it. It's not fluid/analogue enough, too digital, to controlled, too predictable, might as well leave it out of PS2.