Spawn limits

Discussion in 'PlanetSide 2 Gameplay Discussion' started by CipherNine, Oct 23, 2014.

  1. PWGuy93

    From my view players are there to play, cutting off the ability to deploy or even revive isn't letting players do that.
    The zerg is the zerg and is only stoppable by organization, which requires leadership and that from my view is an issue that each faction and each server has to handle.

    As things are today, in my view, we're still playing to partial implementations of the overall game and overpop in hexes is a side effect of not having the entire meta-game in place and should lesson when those other pieces arrive and players have other functions to do that require being at other locations. e.g. Energy caravan in route, need that defended, anyone sitting around that want's that XP, get on the road and bring them in safely...
  2. Degenatron


    That's a very interesting analogy. Do you know why they introduced "catch up handicaps" in racing games? Because no one enjoys getting lapped 3 times and having to slog through to the end of a race. It gets to be "unfun" real fast and game developers understood that.

    Excuse me for being overly pointed on this but, people complain about getting over-popped, and they complain about getting zerged, and they complain vehicle spam, and they complain about grenade spam, and so on. And then people like myself come along and say "here's a rule that will combat those problems," and the universal reaction is "Whoa! Whoa! Whoa! Don't change it!" Well, I'm sorry, but the rule is "You can't make everyone happy all of the time," and to be brutally frank - if something is completely fair and balanced for all parties, then NO ONE is happy. No one feels like they've gotten the "good end" of the deal because there is no "good end".

    It's not "Punishment", it's a logical fact of war: Long supply lines are hard to maintain. It's actually quite logical that the farther you get from home, the fewer resources you get.

    It also has the added benefit of giving an Empire pushed all the way back to the warpgate a resource advantage, which is like the "catch up handicap" of racing games - it's there to help the loser get back into the game and not just get beaten down mercilessly.

    This also paves the way for the return of ANT runs. The purpose would be to truck in additional nanites from your warpgate to "keep the drive alive" so to speak.


    You know what's even harder on new / bad players? Convoluted Rule-Sets. Look at how you're having to twist the rules to make it work.

    What I'm talking about is a simple, yet effective, rule that can easily be conveyed visually in the deployment screen:

    Do you want to deploy?:

    On the Squad Beacon - 50n
    On the Deployed AMS - 25n
    Crossroads Watchtower - 0n

    There is plenty of space in the deployment UI to add in visual cues that will let new players quickly and easily decide if they want to spend resources on respawning or not.

    Additionally, the whole point of a resource system is to introduce Scarcity. If people don't run out of resources, then what good is a resource system? If someone is burning through resources, they SHOULD feel it. I don't see the logic in saying "i should be able to burn tons of resources and then immediately turn around and purchase some of the most expensive items in the game(gals, AMSs, maxes, mbts)." That's a part of the problem now - people don't have to worry about resource costs. They SHOULD worry about resource costs. If not, then resources should just be taken out of the game completely.

    And the rule would cost players extra time AND resources ONLY IF they choose to pull a vehicle. If they hoof it, it only costs time. But more importantly, it opens an opportunity for specialists to step in and provide a service. Let's say I deploy an AMS close to the enemy base and people start spawning and running in. Things aren't going well and after about 5 minutes or so my spawns start tappering off as players either run out of resources to use my AMS or the choose to conserve the resources they have remaining. Either way, I know where they are - they're back at the base. Now I can sit here and leave my AMS deployed and wait for it to get C4'd OR I can Mobilize that thing, run back to the base and start picking people up. I ferry people to the battle for 10 minutes or so, and then I deploy the AMS again and provide those players another boost of spawns at the base. Rinse, repeat. That's specializing as Sunderer driver. Scarcity drives demand.

    Right now we're seeing 8~10 sunderers roll out of a base with only the driver in them. They swarm a base and deploy until they are destroyed. Some just get abandoned. It's because they mean nothing.

    In a perfect world, fighting goes back and forth between the bases until very few can afford vehicles. And then you get large "foot zergs" clashing in the open area between the two bases. That's MY goal. To get the fight outside the bases, on foot, where Planetside really shines at its best. If it takes choking people off of their easy spawns and vehicles, so be it.

    Also, I completely disagree with the notion of by-passing whole bases with the lattice lines.

    First, that is yet another HUGE rework of all of the maps. No thanks. The devs have been set back far enough with those kinds of reworks. Whatever comes out now has to incorporate the existing layout as is.

    Second, skip a base with the lattice and you skip a base with game play. Look at Broken Arch Road. If an enemy holds Crossroads, there is NOTHING stopping them from going directly to Tarwich Depot. No one is going to run down into the deathtrap of Broken Arch if they can bypass it completely. Right now, you can come down out of Xenotech to get to Tarwich Depot, but it does you no good because you still have to secure the Broken Arch. That is just one example that would play out at every "by-passed" base.