Outlined it so it's easier to read for the tl;dr people. 1. Introduction of Assault Facility - A new type of combat facility with distinct phases. - Aimed to enhance equipment selection and combat strategy. - Features a directed flow and phases for battles. - Incorporates vehicles into base design. 2. Assault Rules - Activation: Opposing faction captures the initial point. - Progression: Capture points unlock in sequence, cannot be recaptured by defenders. - Victory Conditions: Attackers win by capturing all points or defenders deplete attackers' energy pool. - Energy Pool: Depletes through defending captures or attacker spawns within the facility. Does not deplete with medic revivals. 3. Initial Release - Single, customized base as a test case. - Central location, simple design with 3 capture points. - Focus on iteration and elegant design. 4. Risks & Potential Issues - Difficulty in managing three-faction interactions. - Energy Pool's impact on gameplay and strategy. - Need for close monitoring and adjustments. 5. Future Developments - Expansion based on initial facility's success. - Feedback from test server to inform adjustments. 6. Conclusion - Anticipation for community feedback. - Confidence in making the Assault Facility a valued addition.
Standard neural network responses. We hope that the developer will take into account the wishes from the test server
Honestly I feel the game would be in a better state if we had just relied on AI to release content lol
The Assault Mode is basically attack/defense like in TF2.. Or to give a better perspective, push the cart with capture points instead. But this one is a bit strange because not like people will be setting up defensive positions on points (unless turrets are added in) and instead will run around like a regular cod shooter, and in current PS2, like a flow of water... What's its purpose? The devs are investing time and effort into a project that's so complicated, that with such effort they could redesign the game itself. For example, off top of my head, the energy pool concept is not amazing because you can pretty much coordinate to deploy Sunderers outside hex and move to objective with Flash XS-1. Or have a Galaxy aside and use it to regroup each time squad falls.... People (coordinated teams) will be searching for a workaround, instead of playing the game. So, just imagine how long it'll take to actually complete this. (BTW the game is dead without leadership or communities, you are killing it yourself by attempting what you're doing for multiple years (devs)) PlanetSide 2 - News - Development Update - March 2024 "At the same time, having death be a more meaningful mechanic, and not just a loss of time, is likely to unlock some new and interesting strategies. It may even actively discourage deliberately over-popping the facility leading to more even and sustained battles." It's as if the devs don't play their own game. Deliberately over-popping will be the strategy here because to actually kill the enemy you need to push everyone out, clear the whole room, give no room for revives. If you kill one person, they will get revived anyways... So, over-popping will be the strategy, to make it hard to get pushed out. And medic can get adjusted & renamed without this live testing nonsense... Everybody knows. I personally would leave this project aside, like not attempt to implement it... though it could sit at the back near WG as a last line of defense and it would occasionally see action. ...This game has other problems and besides this is too forceful. Planetside 2 was built around freedom. This arrow pointing goes against its design. Lattice link was a huge mistake, and so is this concept of game modes. It's good to have objectives, like in AMP station, the spawn room is covered with shields and technically you need to take down the generators to get inside point room, to actually breach & capture the station... But still you are free, not being directed down this mindless funnel. (If Sunderers didn't have gate shield diffusers AMP station would be a mega fortification base. If that is the intention of Assault mode, to create a mega fort, you already have it in the game without forcing anything...) (That's another thing. The devs expect a response but did not explain why are they even adding this new game mode, like what purpose is it supposed to fill in? How are they expecting a response when nobody understands what is it for, and then that's the response they get... Like I can't create an intro, middle and end, because I am clueless, that's why I am jumping all over the place)