Redeploying to get somewhere is awful

Discussion in 'PlanetSide 2 Gameplay Discussion' started by patrykK1028, Aug 26, 2014.

  1. axiom537

    Maybe you should read a post entirely before you comment on it. I very clearly made a suggestion to solve the redeploy abuse that is currently occurring, which involves nothing more then changing the rule set that determines where a player may redeploy too.

    If players are locked in a spawn room, who cares? They are accomplishing nothing because the fight is already over the attackers have them boxed in, the fight is generally over, the smart players are moving to a fall back point to begin a new defense or counter attack, who cares if the lemmings are hiding behind the shield.

    If the option was available to kill the spawn tubes, then I guarantee you that is going to be the first target in any new attack, that has little to no defenders. Kill the tubes and then flip the point would become lead tactic #1 and it would kill most fights before they even get a chance to start, cause not only would the defenders need to dislodge the troops on the point, but also those holding the tubes down. Therefore, defenders in nearly every attack are going to need to bring a spawn vehicle either a Galaxy or Sunderer, from another base and even then you are putting all of the bulk of the risk risk in any fight on the defenders.

    The defenders own the base and the advantage of base ownership is they have a non-destroyable spawn point from which to defend the facility and the capture point is their point of Risk. The Attackers point of risk is their spawn point. If Attackers can take out the defenders spawn point from the point of contention then that is what will happen and that would not make for good game play.
  2. Erendil

    Given the hack timers and base layouts in PS2, and the small Dev team we have, I think simply modifying the redeploy options like you suggest is the way to go. At least in the short term.

    The problem is:
    • most players are meek and don't want to push out of the spawns,
    • Spawn rooms often have a good view of the surrounding area so you could potentially have lots of enemy targets to attack with impunity from within the shield
    • Spawn rooms are usually exposed and easily subject to direct enemy vehicle fire, making it difficult to go outside w/o getting helplessly killed
    • Many people don't want to hurt their precious k/d.
    So the indestructible, shielded, exposed spawn rooms actually encourage people to sit inside and opportunity-farm from behind the shields rather than actually push out and try to resecure. Even if they outpop the attackers.

    It'd be faster to fly there in an ESF w/ AB tanks, and either drop a beacon or drop on the vehicle term and pull a Sundy directly from there.

    This is almost exactly how base hacks went in PS1 if you were back-hacking away from the zerg or trying to open up a new front on a locked cont. Killing the tubes was a top priority for attackers (you left the gen up so you cuold still use equip/med/vehicle terms), just as repairing them was a top priority of response teams. And it worked beautifully.

    It was a system that added more tactical elements to a base hack thus increasing the metagame, and gave smaller outfits more influence on attacking and defending bases since even 1 squad could drop at a base, rush in, and either kill the tubes (when attacking) or repair them (when resecuring) and keep them that way long enough for more reinforcements to come in. There were outfits out there that specialized in exactly that type of gameplay, and many of my fondest memories in PS1 involved pulling off such feats against much larger forces.

    However, as much as I loved that meta I don't know if it'd work in PS2 as it currently stands. Hack timers are too short, and the spawn rooms and gens are too exposed for it to really be viable in PS2 right now.

    It would work fine if most spawn rooms and gens weren't just sitting out in the open. If attackers could take down the tubes, but would have to go into an isolated and easily defendable part of the base to do so, it'd work fine. But most PS2 facilities aren't at all designed for such gameplay, and many would need serious overalls for it to work.
  3. Pikachu

    Maybe a few bases on the map could be special teleport nodes. Bases which owners can always deploy to. Like 6 of them spread out over the map. When you want to get somewhere you deploy to the telwport node tgat is closest to the desired base, and drive from there.
  4. Simferion

    My idea is they could be the AMP stations.
  5. DrPapaPenguin

    Go ahead and try that on Indar :p
  6. Peg

    How about being able to drop pod down every 8/10 minutes by clicking 'redeploy'. However you can only drop outside a 2x base SOI (Anti sunderer deploy zone) and it's target location has an inaccuracy element to it.

    This still allows redeploy to exist but in a fashion similar to the HART.

    It also prevents troops from spawning inside a base and doesn't deny the assaulting/defending force from attacking them.

    The timer promotes the use of logistics.
    • Up x 1
  7. LtSqueak


    This just gave me an idea. Granted, as I'm not a game designer, I have no idea what this would do to the code, so please bear with me if it's too crazy of an idea.

    1. Allow respawning at your current base, the directly connected bases, sunderers at your base, and at your warpgate, just like now.
    2. Allow redeploying to any owned base (keeping the timer Peg mentioned above) at any time with the following stipulations:
    A. Redeploying drops you in a drop pod instead of spawning in the spawn room, with the drops centered around either the spawn room or the point. Not sure which would work better for balance
    B. Instead of instantly dropping when you redeploy, have mass drops every 30s for each base. So you could queue up to drop and it could take you anywhere from 30s to instant if you happened to hit it right.
    C. The more people who drop at once, the more inaccurate the drop becomes.
    Ex. If two people drop together on a base, you both would land within a few meters of each other if you gave your pods no input, but if an entire platoon dropped in together, you would end up with guys covering the entire hex, making it much more difficult for a concentrated push.

    This is just a rough idea. Could it still be abused? Yeah, I mean technically a platoon spread out over the hex could be bad, but more often than not the enemy is grouped up together somewhere so covering the entire hex isn't going to do much good.
    And yes they could land and just respawn back in the spawn room, but you just gave the enemy 20s to realize they have a platoon about to come charging at them which could make a difference.