SOE are slowly removing the scarce Logistical requirements PS2 started with, making the game shallower and shallower (most recently trialing continent-wide Sunderer spawns). At this rate, all we're going to be left with is teleporting around from fight to fight and treating each battle like an individual server from your average shooter. That's not what PS2 should be about. Apologies in advance for anyone that has already read this. I am reposting these comments from a while back as I think they deserve their own thread. PS2 strives to be a strategic game but has some major flaws right now. The weak resource system and nearly non-existant logistics are killing fun, strategic gameplay more than anything else bar none. One of the symptoms of both is the effectiveness of massive zergs. Thankfully, SOE have recognized the resource issues and their revamp is looking really good - one of their goals being to discourage these larger fights. My one complaint is that it's urgently needed and keeps getting delayed. What of Logistics though? They don't even appear on the radar and have been gradually moving in the wrong direction for some time. Currently, organized gameplay typically devolves into juggling base defense timers - teleporting your entire force, sometimes multiple platoons, and overwhelming the attackers so fast, wiping out all their spawns, that you can redeploy and move back to your old front before the enemy have capped anything. So why bother splitting up your forces and having relatively even fights in each lane? Keep in mind that attacking is more difficult than defending, it takes time to move to attack a base and it takes time to cap a base; whereas redeploy takes no appreciable time and overwhelming numbers make for completely unchallenged fights. Transports take resources, time to move out and (before the changes) time to load up; whereas redeploy is instant and safe. A lack of logistics sacrifices a whole load of vehicle combat between bases, escort gameplay and fighting for control over advantageous terrain. Why make large maps and then barely use them? It's just horrible on so many levels. Apart from fixing the "large population + large amount of force multipliers" issue, the resource revamp goes a step further and begins to bring us that all important meta-game by creating secondary objectives. These are in the form of ferrying resources from collection points to bases via vehicles. Each empire will have new targets to weaken the enemy and new assets to protect, creating vehicle based, escort gameplay. That's awesome! That's the sort of thing people have been asking for since release. Not just some new weapons or implants or whatever. Now, my question is why shouldn't this extend to players? Transportation is even more crucial than resources. Denying the enemy their logistics and protecting your own would encourage almost exactly the same gameplay. Suddenly, even more meta that seamlessly fits. No one is suggesting this be done overnight. But it is a major issue that should be addressed along side the resource revamp, which in turn should have been top priority after optimization. Here's an example system, but I'm sure there are other ideas and there's always refinement to be had: -All bases should be spawnable (why not? Everyone redeploy hops anyway). -Individuals can redeploy on short timers. -The more people that redeploy somewhere, the longer the timer gets for everyone else. -Starting timers and gain rate go up with distance such that a squad is always better off flying, sometimes driving. Half a squad is usually the tipping point. -Squad beacons and Sunderers are subject to increasing timers if the player respawning is moving from another territory (to prevent people avoiding the system). They continue to function the same for anyone in the territory or within a short distance (in case you're fighting near the border). As for helping the casual player, don't forget that people logging in would have access to instant action. There's also the PS1 HART system to look to for mechanics.