Attack and Defense Problems - PlanetSide 2 Gameplay and Discussion

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Published on ● Video Link: https://www.youtube.com/watch?v=_RCKeRzzaVs



PlanetSide 2
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Duration: 10:39
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This video primarily addresses the public or non-organized side of things, as outfits and proper squads are always an exception to the average player's mindset. With that in mind, there's a TL;DW below, but watching the video will state the problems and solutions in much more detail.

TL;DW: There are a few problems with the interaction between attacking and defending. Fights often devolve into a "take two points and camp the spawn room until the timer runs down," rather than a nice ebb and flow of battle and changing strategies.

Some better mechanics could make the experience more enjoyable for everyone.

1. Population imbalance needs to be fixed. Players should be encouraged to reinforce a lower-pop fight by offering large experience bonuses to the underdogs.

2. Capture times are longer than they need to be, and the process should be streamlined for both attackers and defenders. Standardized capture times, a singular capture point, and rush-style sub-objectives would create the same great fights when populations are evenish, but allow the zerg to move on more quickly, instead of being forced to sit in front of a spawn room.

3. Lack of spawn points creates one-dimensional and easy-to-end fights. Currently, the entire public spawn system relies on Sunderers and Spawn Rooms. Sunderers are expensive, easy to locate, easy to destroy, and once destroyed can utterly end a fight, forcing a "reset" on any progress made during the encounter. If squads of players are on offense, it's they who have the spawn advantage, able to drop squads of allies on any point in the base by way of galaxy and spawn beacon. Defenders rarely have this same sort of advantage, and can be pummeled by Liberators and Galaxies in small scale fights indefinitely, again, thanks to a lack of spawn options.

Adding deployable infantry spawn points (Medic deployable) would create much more depth to a base fight. It would decrease the 'reliance' on Sunderers as the primary method of assaulting a base, it would give defenders an option outside of spawn rooms, and it would make fights more involved for either side.

4. There is currently very little incentive to "fall back a hex" and prep defenses, because we aren't given the tools to do so. Some bases have mannable defense turrets, but that's about it.

More fortifications, deployables, and sub-objectives (radar dishes reveal enemies until its destroyed, etc.) would create an actual feeling of responsibility for a base's defense.

At the moment, "defending" a base is as simple as seeing a base being taken on the map, spawning in, and seeing who can wipe the other side before the time limit is reached.

::Attached Videos::
NS-11C Weapon Review - http://youtu.be/4aYCvC5_Ur4
5 Quick Tips - Sneakiness, Third person, etc - http://youtu.be/PMabSrSA9OE

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