The Great Blackout Debate | What are fun Win Conditions in Planetside 2?

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  • Опубліковано 11 лип 2024
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  • Ігри

КОМЕНТАРІ • 110

  • @BrendaDelam
    @BrendaDelam Рік тому +37

    Although not a stand alone event, I have heard proposed the idea of the factions that lost alerts having to evacuate their men as a mini-event after an alert ends similar to TitanFall. All sides get significant xp boosts for kills, and the evacuating side has to reach their original warpgates in 10-15 minutes and receive a pile of iso and/or certs if they manage to do so.
    I thought the idea was fairly interesting, and would give something for those who aren't in a rush to change continents to do.

    • @Fishbone96MC4Real
      @Fishbone96MC4Real Рік тому +4

      Yo I love this. But add this, whatever nanite based equipment, (MAX, Tanks, Aircraft ect.) Makes it to the next continent with you if it survives the trek back

    • @finanzcreeper368
      @finanzcreeper368 Рік тому +5

      I guess ppl would camp their own warpgate when loosing... Sad but the optimised way. I guess random landing spot of a evac bastion could work though. If not random NS lodestar Evacs that only accept the losing faction in their territory.

    • @adtrlthegamer7449
      @adtrlthegamer7449 Рік тому +4

      @@finanzcreeper368 True it would be sad, but maybe they could add in something that makes so you have to be outside a radius+been out in combat before you're "Legible" to be counted as evacuated.

    • @KrimsonStorm
      @KrimsonStorm Рік тому +1

      Man that would be awesome.
      Especially if they bring back the whole bastion fleet that comes out to bombard the ground like there used to be. You'd hear sirens sound after a quick message from your leader to evac as the ships come in.

    • @mattst2717
      @mattst2717 Рік тому +3

      @@finanzcreeper368 I could see this, but you could incentivize based on your distance from the warp gate too

  • @voltaicharbor6775
    @voltaicharbor6775 Рік тому +15

    I severely miss the previous events/alerts that planetside used to have. Things like “hold biolabs” or “own large outposts” or the aerial anomalies, max crashes, vehicular events etc. They were fantastic pre-alert events and it was so unfortunate when people began ignoring them

    • @Karpata1
      @Karpata1 Рік тому +4

      Event or not - having 30min zergs over a bio lab or banging your head against TI Alloys until something happened was just a certain type of fun we don't currently have in the game.

    • @ImranKhan-ty9ij
      @ImranKhan-ty9ij 7 місяців тому

      I liked the vp system
      I felt they really threw the baby out with the bath water when they phased that mechanic out.

  • @BoildownAH
    @BoildownAH Рік тому +5

    I know it was not a well liked system and it happened way back in the day, but I'll always remember a facility alert where my squad was basically preparing to ghost cap the exact facility (Amp Station in this case) needed to win a facility alert (because the other two were already in our control) at the exact moment an Amp Station facility alert began. Everything went hectic as soon as we realized what was happening. The PL had every other squad leave what they were doing to get to the Amp Station where my squad was at, got on command to let our faction (the NC) know that they all needed to be at the Amp Station, the other factions started sending troops into the fight via respawns and galaxy drops, all while we attempted to do the little that Planetside allows to "dig in" for the impending fight, like scrambling to get the SCU securely down and get spawns for other NC set up, etc. I actually did record the fight, but its on my Twitch, not my UA-cam, as a highlight from 10 years ago.
    An important part is that back then the alert win rewarded 20,000 XP (for a Dominating Victory), and as the game was still relatively new, this was a big deal. I'm pretty sure a lot of us earned a level or two off that reward. It was an intense moment that can _sometimes_ be replicated in the current system when two factions realize the alert will come down to just one base, but not often, and the rewards now are worse. Also the continent didn't lock at the end of this alert... the battle to control the continent went on, this was basically just a side quest.
    I think with some intelligence they could re-implement facility alerts to add another alert type and one that doesn't just end the fighting. The various anomalies were poorly implemented imo and were mostly ignored for good reason. The old-school facility alerts I mostly liked though. I think they would be best used when another continent locks and another continent has been open for a while, when at least two major facilities of a given type are contested lattice adjacent. This will give the new arrivals on the continent a specific objective rather than to just mindlessly ghost down a lattice with a zerg. And the reward should be strong enough for players to really want to participate. And if it happens when a) another continent locks and b) before an alert is ready to start, it won't interfere with the current continent-locking alert system. And it shouldn't be an "always happens" event. It should only happen when the conditions are appropriate. Having it be something on the rare side to participate in is a good thing.

    • @MrZlocktar
      @MrZlocktar Рік тому

      The PROBLEM with such alerts, is that these can continue endlessly. This is precisely why there is a timer counting now. It also make alerts less often, and overall it's not a good design.

  • @KaiserMattTygore927
    @KaiserMattTygore927 Рік тому +19

    I absolutely detest the BR "Circle" thing, it's too cheap and "game-y" even in BRs, never liked that mechanic, pass on that one.

  • @torinslik6577
    @torinslik6577 Рік тому +2

    I wonder if there's any insights that could be gained by looking at Guild Wars 2's World vs World game mode? It's structured in a very similar way to Planetside 2. Continents with bases/territories to capture and even the three factions fighting against each other. Might be something to ponder.

  • @zebcas7337
    @zebcas7337 Рік тому +3

    I don't have a an idea for a win condition but I would be nice if there were multiple win conditions and the game would randomly choose one of these each time the alert activates.

  • @psychomidget1
    @psychomidget1 Рік тому +4

    I love the tie breaker alert. It was always disappointing playing your butt off get a tie % and then the faction you were playing against wins. It was heart breaking.

    • @planetwomanizzi
      @planetwomanizzi Рік тому +1

      Winning the tiebreaker alert can be pretty satisfying when you're 3rd. My squad did it with maximum A2G cheese the other day. Especially because 3rd and 2nd had to beat up on the 1st place, 50% territory leader to get it to the tie breaker.

  • @ChristosapherDre
    @ChristosapherDre Рік тому +1

    I miss planetside 1's systems. If more then 100+ people were playing that at any given time I'd be all over it tbh. PS2 is something I've followed for a long time, but it is also something that I could never really feel immersed in like I did with PS1. Missing that game is almost a deep depression. It's RvR system was so deep, it even rivalled Dark Age of Camelot imo. Then it just ended, forever.

  • @erayergi
    @erayergi Рік тому +2

    Here's an idea for the continent cap alert: when the alert starts every base generates points every minute based on the capture points they have, and the faction with the most points wins.
    Is it like the Victory Points system? Yes, that's where the idea comes from, but it's different enough to be its own thing.

    • @planetwomanizzi
      @planetwomanizzi Рік тому +1

      I think a lot of games have this for territory control - tf2, dawn of war, ... If it works for them, why not for Planetside?

  • @alphamoonman
    @alphamoonman Рік тому +1

    In terms of win conditions, any win conditions can be *fun* but that depends on other factors.
    A game can be dissected into its baser parts until you have two entities, controlled by a player each and the one who clicks the other entity first wins.
    When we want a different experience, we add rules that make the game harder for someone. For example, adding movement, things to hide behind, a third dimension, weapon options that offer different methods of play such as a faster rate of fire but much more inaccuracy or a very slow rate of fire with more accuracy.
    When you add inherent rules of gameplay or interplay via adding features, you're doing three things, one of which, two of which, or all three of which can apply with each addition: You're limiting a certain type of player from benefiting from simple point and click interplay, you're adding more variety to your game, or you're directing players to play the game a certain way or creating benefits to certain strategies of play.
    It's important to understand the inherent rules of the features of a game will never matter if they can be ignored without much or any punishment when playing the game. For example, liberators can ignore most anti air and their crew can outrepair pretty much any damage other air vehicles try if they can land. MAX/vehicle mains could previously ignore nanite costs with two nanite boosts and maybe membership.
    In order to know best what win conditions will be fun, you have to look at what wins those conditions first, like at the basest level. Capturing a base, at its most basic level, requires infantry. Then you look at the interplay, what counters the infantry, what counters that. And you look at what features in the current game can be ignored when pursuing that ultimate objective. If features (such as vehicle interplay in a fight where infantry win an objective ultimately) continue to be ignored then you have to create an objective that doesn't allow (or allow easily) catch-all strategies. You are searching to use features that limit good players or any player from ignoring mechanics or interplay altogether, benefit players in using said interplay, or add variety that keeps that interplay _fresh._

  • @josephjohnson5415
    @josephjohnson5415 Рік тому +2

    "Winning as fun" needs to be a personal thing, and "Winning as faction" needs to be a combination of the personal Winning. Planetside alerts have long since been just an excuse to shuffle maps, in an attempt to keep the fighting from growing stale but often interrupt what many would call the good stalemate fights that some folks love but hurt the faction's performance in the alert.
    Many players view "personal" Winning as having a high number of kills, maintaining a high K/D and increasing your API. These stat chasers often don't play alerts as being meat in the grinder is bad for "muh holy stats". You should have a "player rating" that you can see and increases or decreases with performance and achievement vs difficulty.
    In the end, the Winning faction should be a mixture of how much territory they took, times how much opposition they faced, times the increase or decrease of the mean average of the factions players ratings.
    This means hard fought territories would be weighted much higher than ghost caps and the faction with the highest player improvement would win.

  • @ruidasilvamartins
    @ruidasilvamartins 7 місяців тому

    Nice and thanks for the video !

  • @foxmcld584
    @foxmcld584 Рік тому

    On the 'payload' idea, given how the lattice represents power connections, I have the image of a 'power surge' event where a timed energy pulse of some kind comes out of the warpgate and proceeds down a lane. The pulse pushes to the latest captured base and renders the tip of the lane uncapturable. It proceeds down the lane, requiring a larger than normal capture time at the targeted base, but any successfully captured base becomes uncapturable by the defending side. This proceeds until the pulse thumps into the enemy warpgate or runs out of time, with participating defenders and attackers getting a reward based on either the time remaining in the pulse, or the number of territories the pulse pushed through.
    With established defense and attack sides for that temporary period, you could toss in some additional modifiers, like giving discounted cost or increased nanite generation for force multiplier tools, or reduced respawn timers to increase the intensity of this micro-conflict. Alternately, this could also be a counter-force event that could trigger in response to a faction getting warpgated to incentivize and redirect a faction to reclaim a taken lane.

  • @Feyyore
    @Feyyore Рік тому +1

    Multi continent cap specific events such as capture and hold all of the amp stations, or biolab holds. etc. The warpgate to warpgate thing would be neat though.

  • @MaaDeNn
    @MaaDeNn Рік тому +2

    A good way to re-balance the alert fight for me:
    2X XP if you attack the faction leading the alert. it will bring all the solo's farmers/zergers and sweaty KD runners at the right place. Even if they don't care about the alert.

  • @nix8666
    @nix8666 Рік тому

    Low impact Idea: Overhauled Victory Point system: Purple, Blue, Green resource types given to outfits who had majority share in winning a territory also doubled as the number of points your faction gets towards the VP win cap for owning that territory. Controlling the middle (purple) would be worth a whole bunch of Victory Points, controlling biolabs and amp stations and such (blues) would be worth a decent amount of VP's, and all the other greens would be worth the least. This seems like it would be a very low development cost system that could be implemented easily.
    Shooting for the stars ideas: Out there unique alerts with entirely different win conditions.
    -Bastion Race (aerial supremacy mode): Each faction, after a grace period, spawns a NPC controlled Bastion for their team at the same time. Air vehicle Nanite costs are reduced or negated entirely. Each team's Bastion heads in a straight lane towards the middle, with territories on these lanes specifically unable to be capped by infantry (every other territory works as normal). Bastions will cap the territory as they move through it before, eventually stopping at the center, so the first Bastion to reach the middle will cap it for their team and provide a huge defensive advantage as the other Bastions arrive. Damaging enemy bastions will slow them down, and destroying them will set them back to their faction's warp gate to be respawned after a delay period. Outfits will be unable to spawn a bastion during this alert
    Win condition option A: Whichever team has the longest control time over the central point by the end of the alert.
    Win Condition option B: Whichever team has the most Bastion destructions (kills awarded to whichever faction did the most damage to a bastion)
    - Warp Gate Siege (Cluster Fuck Mode): When the alert begins, a BR type damage circle is spawned on the map. This circle will shrink smaller and smaller with it eventually centering on one Factions Warp gate and the territories immediately outside it. The Faction targeted for that cycle is at a severe disadvantage, being focused on by both other factions. Their goal is simply to hold out as long as possible using everything they have. The cycle restarts either after the targeted faction's warp gate is successfully capped or they manage to hold out for a period of time (thinking each cycle takes 30 minutes for a total 90 minute alert). After a warp gate is capped or 30 minutes pass, the circle and territories reset to a neutral state and a different faction is chosen as the next one for the circle to close on. This repeats one more time with the final faction.
    Dynamic Win Condition: Whichever faction has the most Warpgate Caps by the end of the alert wins. If it's a tie, whoever did it the fastest wins. Hopefully if this is balanced right, this final situation should only happen in rare occasions, but if no one manages to cap a single warp gate, then a final Sudden Death mode will happen, where the circle closes on the middle rapidly into a very tiny area, deaths are probably permanent, and the last faction with a platoon still standing wins. This should happen over like 10 to 15 minutes tops, very rapid, and again only very rarely. I figure once sudden death begins, the next continent opens up so that the dead don't have to just sit there.
    -Payload Control (armor supremacy mode): When the alert begins, Spawning grounded vehicles (And boats included for oshur, which I won't mention again but just assume they count too) will cost 0 nanites. Territories can no longer be capped by infantry, instead only being capped by a new type of slow moving, high armor but weak weapons vehicle which for simplicity sake will be called the Payload. The Payload is only available during this alert. The Payload has to get WITHIN the sundy blocking circle ish distance of a base, and deploy. While deployed, it caps. Because of the lack of offensive power in the payload itself, having vehicles to back up the payload will be necessary, encouraging field fights as defenders set up their own line of vehicles to meet the attackers and block their payloads. To sweeten the deal, maybe Payloads can have an area buff slot, providing passive infantry healing, vehicle repair, radar on enemies, etc, but the Payload will not be a spawn point. Sundy's will still be necessary for attackers to spawn in infantry. This is an alert and not always accessible bc it would completely change how territories are played, and is designed to make ground vehicle play more exciting and dynamic. If a payload is destroyed while deployed, it will have a pretty large blast radius, not quite as big as an orbital strike but comparable. Haven't decided if the payload deploys an air shield for itself or not but I'm open to it
    Win condition: Territory control.
    TDMxTC: This will be an infantry focused mode. When the alert begins, every territory that becomes contested starts keeping score of kills that happen in the territory. These kills will count toward a faction's total kills, but the actual number they count for depends on who ends up controlling the territory. This will need a good bit of number tweaking but the end result is that the Territory winner will have more of their total kills go towards their factions kill count than the losing team will, though the losing team will still have some of their kills go towards it so it wasn't a total waste of time.
    Win Condition: The faction with the most kills/score based off kills at the end of the alert wins.
    Possible addition: A kill score cap added so that if one faction is absolutely tearing through the others the alert won't drag on for too long. Cap will be a very big number so in most at least somewhat-balanced games it'll go to timeout and score comparison.
    -Just for fun idea scrap, Max TDM: For the duration of the alert, Max Suits are free. Every player killed counts towards your faction winning the alert. This could alternatively be shoved into the Sudden Death mode for Warp Gate Siege just to make that extra insane.

  • @WinchesterLock
    @WinchesterLock Рік тому

    I miss back when there were events to control the most bio-labs/amp stations/tech plants in a time period to win the continent (there were some really fun huge fights to control that last structure in the final minutes). The air anomaly and MAX alerts were also very fun. I'm not saying having it happen every time, but a variety of alerts mixed in would help add variety to gameplay.

  • @cosmokramer9139
    @cosmokramer9139 Рік тому

    Maybe a Cortium alert, where players have to gather cortium from around the continent, and deposit it into Warpgates, and the cortium crystals get bigger the closer you get to the center of the map. Also, make it to where cortium can be put into biolabs, amp stations, and tech plants, and the cortium from there slowly works towards warpgate cortium, but if one of those bases gets captured, whatever cortium is left in the base gets redirected to the new controller's warpgate.

  • @Karpata1
    @Karpata1 Рік тому +2

    Lately my 'objective' has been to build _good_ construction bases between certain bases that I know will get pushed most of the time once the alert starts. Been having a lot of fun to see how people react. Could be completely ignored by both sides or we have a 20 minute stalemate with several bases fighting each other.

    • @IKhanmakeWAR2
      @IKhanmakeWAR2 11 місяців тому

      Or the base gets zerged by 20 sunderers and your command center gets pulverized in 20 seconds 🫠

  • @Fantastic_Mr_Fox
    @Fantastic_Mr_Fox Рік тому +4

    "premiere in 69 minutes"
    Nice

  • @JustaSpaceLizard
    @JustaSpaceLizard Рік тому +1

    Get some authors, tie all the continents up with each faction having a dedicated "home warpgate" on one of them. Then, over time, tell a interactive narrative utilizing scheduled alerts with specific objectives. Then, after a series of these, author/game dev craft next series of events.

  • @VoidR
    @VoidR Рік тому +1

    How about a "The enemy of my enemy is my temporary ally" mode? Every once in a while, two factions will be on the same team, which will cause NSO to all fight for the remaining team. This would effectively make a 1v1 style fight. You could look at the team that gets the NSO backup as the "defending team" and give them the center of the map where their win condition is to prevent the Crown from being captured. The other teams have to work their way from the edges. Perhaps the defending team is the one who last locked the continent. Just a quick brainstorm here, I see that a lot of things would have to change to maintain balance. It would change the way the map is interpreted and I could see a lot of defensive construction coming into play to slow down the advance.

    • @planetwomanizzi
      @planetwomanizzi Рік тому

      I wonder how people would feel when the team up is official, by the game. The rage tells we'd get when D4RK would mess with a NC vs TR fight...

  • @planetwomanizzi
    @planetwomanizzi Рік тому

    I wish they would do something with alien artifacts. In the lore, it's a big thing they're fighting over. Convoys, keep away... You could do a lot with alien artifacts in a vehicle.
    Or if it's huge and static, whoever controls the most lattice links and Xenoscience Labs (new construction base structure) near it gains the most science points per second. 1 artifact would be an alternative to the center base during off hours. 4 or 5 would mix up regular alerts but feel different from the HIVES - because there's a reason for the point-generating player base to be near the action.

  • @Chris_Tootoo
    @Chris_Tootoo Рік тому

    King of the Hill where you have to control a set of territories, maybe 3 that are touching each other to gain points for 30-60 minutes depending on population.

  • @jaram2369
    @jaram2369 Рік тому

    Maybe I'm like looking at it with rose colored glasses, but I always remember I really enjoyed the Hive system and the continent lock conditions accompanying it and was always sad they removed it.

  • @aff66
    @aff66 Рік тому

    "Cut up" the continents into smaller areas, several hexes, and have alerts be for each of those. Do away with fixed warp gate hexes, and just have flotillas serve as warp gates, whoever wins most alerts locks the continent, but each alert gives rewards. Could have a few alerts running at the same time, but players are bound to their chosen areas like a normal continent out of bounds alert, requiring a warp.
    These are for population concentration and control, no ghost capping, no one is zerging if everyone is, zerg size control and distributing pop over these alert areas, and reducing the power of redeployside by keeping focus on nearby areas, which is also good for vehicles.
    Could match up with your "payload push bastion" by having the flotillas move just behind Frontline, back and forth. When an alert starts nso will be sorted, but the alert area unlocks shortly before so faction players can be accounted for.

  • @__leftistVegan
    @__leftistVegan Рік тому

    I like the idea of different type of continent lock alerts with 1 types being a storm inclosing into the center of the map. Would be cool to make new use of the wrel storm.
    I love the idea of multi continent lattice I think if a faction locks a continent that continent could be unlocked by a faction reaching their warp gate on another continent.

  • @KaiserMattTygore927
    @KaiserMattTygore927 Рік тому +2

    I like the idea of a ticket system, reminds me of OG Battlefront, that could be a decent idea to at least test out.

    • @foxmcld584
      @foxmcld584 Рік тому +1

      Random thought. What if there was some modifier or event to trigger in a specific region, for X number of tickets, no respawn timer? Not that Planetside 2's respawn timers are particularly egregious, but I can imagine it having some effect on combat if one side can literally die-to-spawn as fast they can click for 200 or so deaths.

    • @bilbobagend8155
      @bilbobagend8155 Рік тому +1

      Maybe. Eternal Crusade, which started development as an attempted WH40K PS clone had a ticket system in their attack/defense gamemode. What happened was the faction that was largely made up of new players (space marines) always lost, period. Because they wouldn't apply teamwork, or run out of medic revive range, etc.

    • @KaiserMattTygore927
      @KaiserMattTygore927 Рік тому

      @@foxmcld584 Yeah, something like that could be good to test as well, it'd presumably encourage some players to fight on different fronts if they're respawn takes like 1.5 - 2x longer in areas where they're faction is losing certain bases.

  • @alexburke1720
    @alexburke1720 Рік тому

    I leave this question up to the beta vets and planestide 1 enthusiasts. I do agree you waist a huge map when you play using latuse. I had this idea where, in low pop maps, like 2/3 of the map would be locked except by air. You would either spawn in the cluster of opened territory of the map or fly to it. I don't remember the rules I had in mind at this time. I was thinking about the open vehicle fights, if I recall.

  • @PeraelWhom
    @PeraelWhom Рік тому

    I don't know what would make it better, but i liked your suggestions. I wish we could try a few of them out at the very least. the lattice system only seems to get in the way of battle flow as it currently stands and some things don't really encourage fights between bases. if you want a chance to win you have to play re-deploy side. Re-deploy side also keeps people from learning the game. there's no spawns at a base then go to a base with spawns is all they do, rather than taking a sundy or lodestar to a base you can take, but doesn't have spawns.

  • @Arashmickey
    @Arashmickey Рік тому

    Another way to prevent kingmaker is whatever objective you take, you have to take them in pairs from both factions, and if you only take them from one faction it doesn't hurt that faction and it's their own fault if they still allocate forces to an objective that doesn't matter. That's still creates a burden for the faction being ganged up on but it softens the blow.

  • @warlocksnevereverdie
    @warlocksnevereverdie Рік тому

    I think an alert with no hardspawns besides warpgates and major base spawns would be interesting. Might mix it up quite a bit and add more combined arms and base building.

  • @clownymcclownerton1653
    @clownymcclownerton1653 Рік тому +1

    I want more mini alerts. What if the win condition is overall conquest with all the warpgates connecting with other continents but with mini alerts adding modifiers. Bring back the old ps1 stuff with adding new things. Once a faction gets warpgated have the devs reset and shuffle the map combinations. The faction that warpgates another faction could get server wide xp based on playtime and how much you influenced the win

  • @aarondykstra8034
    @aarondykstra8034 Рік тому

    randomized lattice alerts multiple lattices for each continent that get selected when the map unlocks.

  • @Dx_Ach
    @Dx_Ach Рік тому

    the victory point system with the mini alerts was a lot more fun than the current systems.

  • @cw7259
    @cw7259 Рік тому +1

    What they should do is make it were you need to take a worportgates to win and the lock next continent were the first faction eliminated can't
    Take territory but thay can build and set up.

  • @Tobeh
    @Tobeh Рік тому

    At the end of an alert the top 3 fragging people, one from each faction, appear in a bio lab with everyone else in spectator mode. Knife only 1v1v1 determines the alert winner.

  • @Fishbone96MC4Real
    @Fishbone96MC4Real Рік тому

    See we have always had objectives in my outfit. Mostly on disrupting enemy activity on front lines or forcing the other two factions to fight each other. Creating large Frontline bases to support the offensive pushes or blockading vehicles from making it to the base currently being fought at.
    This mainly comes from us not being as good at Frontline fighting so coming up with support oriented objectives is important to us. Playing the alert has become roughly unfun at times as we dont have the skill to apply it.

  • @MrJML18
    @MrJML18 Рік тому +1

    You cud make the meta about EXP earned, the faction that made the most EXP on 90 minutes game play would win as one of the 4 difrent win condition mini games. People would find difrent ways to earn that EXP, and they would do it in a level of intensety that has never been seen befor.

    • @planetwomanizzi
      @planetwomanizzi Рік тому

      Outfits cheesed that so hard to gain base caps - they would have their zerglings stand just out of cover and die, over and over, so they could get lots of revives. That ruined it for people playing useful support.

  • @watchtower4870
    @watchtower4870 Рік тому

    I got two ideas… One sense both are already in the game it would be easier to manipulate. Ok! One: make it to where for example TR and NC are going at it and VS is losing by way under pop. Drop in AI NSO behind TR AND NC’s line so they have to retreat to take their territory back giving VS time to get back in the fight. My 2nd idea would be to give the losing faction the FLAIL and only them. To keep them in the fight and have a chance to stop getting double teamed.

  • @blazemordly9746
    @blazemordly9746 Рік тому

    The other day on Emerald I ran up to Commander Cyrious in-game to have him sign a copy of one of his badass t-shirts, but then I remember I was in the wrong world & he gave me a headshot instead. 😵😵😵

  • @maze4184
    @maze4184 Рік тому

    keypoint bases sound like a nice thing, they would lock down a latice lane when controlled (even when bases on that lattice would be controlled by some other faction), so it becomes a game of capture the objectives and not just capture everything those bases would probably more often become 3 way fights to get rid of one faction holding it or attacking it. and the last 30 minutes would become a hectic mess of galaxy drops all over the maps.
    i dont think there is a way to rly get away from the "zerg to win", this would just offset it so its more focused/split up into good bases to fight at

  • @larrymcmund6600
    @larrymcmund6600 Рік тому

    My main problem with a lotta the potential different alerts & stuff like the tie breaker alert that already exists is they end up stuffing way too many people into the bases. I enjoy the chaos of a 100v100 fight the tie breaker alerts cause but if that was every single alert, those kinda fights would get old fast because they just don't work very well with the current base designs

  • @pablopervguy4355
    @pablopervguy4355 Рік тому

    most bases flipped is a good one. it would encourage multiple avenues of battle, the ultimate anti-zerg.

  • @revan1202
    @revan1202 Рік тому

    I think we have enough continents to at least start fighting across them now and would welcome it because at this point it would loosen up zergs because yes one zerg goes down the line but to organize them to respond to a cut off really puts stress at keeping your forces everywhere to maintain control. There are maybe 2-3 lanes covered to where you really can't push without two zergs hitting each other so that little 1-12 squads can't be useful.

  • @MosesGovCRota-hr1vh
    @MosesGovCRota-hr1vh Рік тому

    Heres a fun win condition; continental lockin through more interesting base mechanics , like node transport oay load escort and linear but different bases like containment site and less cookie cutter bases that about " stack the point"

  • @georgepal9154
    @georgepal9154 Рік тому

    The problem with the cross continent system is whoever takes control of that lattice turns the fight into a 1 on 1, and the other faction is ignored or gets free reign, but also they don't see as much fighting.
    Not sold on the BR thing, sorry.
    I think it would be smarter to just reduce the effect of the kingmaker scenario. For that, you should not punish the 2 active sides for fighting eachother, but weaken the 3rd faction. You can weaken them by extending the duration of their capture timer at any base where they see no resistance. So in essence, if there are no enemies present, cap timers are increased by some percentage.
    This will also reduce the effects of ghost capping and make attacking populated bases more rewarding because you can cap them faster if you do well.
    As for shaking up the meta, I think we could have something like decoder keys spawning in the territory of a respective faction. If you find and pick up one of these keys, you can take it to a capture point to drop the timer and lock control of the point to your faction for a short time. 10 seconds, 20 seconds, maybe 30 seconds.
    There could also be variable lattice bases that, if you control them and there's no ongoing battle, you can switch which base the lattice links to.
    Basically I don't think we should change the end goal of territory control, but I think we can add some variety in how it works.

  • @zakadams762
    @zakadams762 Рік тому

    The problem with the kill win condition is there arent enough factors drawing peopoe into a specific context for action to happen. Tends to feel stale or left out as a 3rd faction in death match alert

  • @_Da1v3r
    @_Da1v3r Рік тому

    Mostly agree. Interesting ideas. I`m okay-ish with circle too, but it will be just ordinary centre-fight. "Now with circle ! Buy now ! Just for 9.99$ !". Also alerts dont have huge rewards, so...mostly ppl just farm or do what they want to do, nobody cares about alerts, maybe a few outfits, when alert going on their prime time.
    Also about centre-fightings. A swear, it was better when they just disable those 3 middle locations.

  • @Paldinix
    @Paldinix Рік тому

    With the buldinh update a returne of Hives and victorypoints would be nice

  • @bigmango202
    @bigmango202 Рік тому

    maybe have the colossus have passive base cap or lockdowns like the bastion has and that might encourage more people to use vehicles

  • @cyberdsrswitch4658
    @cyberdsrswitch4658 Рік тому

    how do you get that portal voice pack in your videos?

  • @Arashmickey
    @Arashmickey Рік тому

    To me winning means having a warpgate party or sanc party. This is a persistent 3 way fight so it's always kinda arbitrary to stop and do a race or shoot fireworks, but when one continent is locked down and alerts on other continents barely underway it does feel like a natural break in the fighting, so a cross-continent lattice is great but should probably allow for that somehow. One way to prevent kingmakers is a 1v1 round after the 1v1v1 round, but again, persistent 3 way. Another way is to use separate scoring systems where one reward goes to territory capture, and another reward goes to some other metric, which doesn't prevent anything and could be derided as a consolation prize, but even with statistics not telling the whole story having a higher k/d is still nothing to sniff at. I guess these aren't specific things but just qualities a good win conditions should have IMHO, and if there's multiple types of alerts and events that's all the better.

  • @Kenionatus
    @Kenionatus Рік тому

    I'm wondering what would happen if the lockdown alert were changed to king of the hill. Holding based creates tickets and whoever reaches a certain number of tickets wins. As an incentive to continue playing when loosing is written on the wall I would tie end of alert rewards to the final points reached by one's faction.

  • @noble_lemon
    @noble_lemon Рік тому

    Maybe we need to summarize the objectives and kill count. Every kill will count as 1 point, but doing objective will count as 100-200 points. Besides a time cap, you also will have a point number cap (6000 points for example) allowing you to insta win if reaching it.
    Ehh, you can develop my idea further yourself:)

  • @magorostravsky5732
    @magorostravsky5732 Рік тому

    I miss one more thing. Loosing purpouse of tactical facilities. Times, when there was no implants And opening biolab gived you Slow hp Regen, AMP station.. i'm not sure if them caused Faster shield recharge or granted Slow repair even fór position defence And techplant allowed you pull MBT's not just from warpgate. Today .. who cares who owns biolab. It Is just roadblock.

  • @aau3250
    @aau3250 Рік тому

    PlanetSide1 had it figured out. Not sure what's better than bragging rights in a video game, beside money/in-game-currency.

  • @fredrickfuruvald416
    @fredrickfuruvald416 6 місяців тому

    What about big rewards for second place in an alert? Would push losing side to go for second place more often perhaps

  • @MatthewRossNerd
    @MatthewRossNerd Рік тому +1

    The BR "Shrinking Storm" idea is actually good, IMO. Call it "Nanite Interference" or something.. Make it so the storm doesn't hurt anybody, but spawn points no longer work outside the circle. This allows you to finish whatever you're doing outside the circle as it collapses, but concentrates the fights to wherever the storm focuses. Also, don't always force it to the exact middle. Also, make the last few bases worth extra? Do something that makes it so what you've captured is important, but the last few bases could make it so even the loosing team could pull and upset win.
    Of course, open to other ideas as well.

    • @planetwomanizzi
      @planetwomanizzi Рік тому

      That's really cool, because then you could still gal drop bases outside the circle and hold them with medics. It's like how clans sometimes fight over a tech plant even when the SCU is down with balcony drops.

  • @ronmoes42
    @ronmoes42 8 місяців тому

    The problem with alerts now are people who tend to go everywhere they don't need to be..We used to play a outdoors game with friends, it involved trowing a knife in the ground and cut a part of the circle to your own ground. This analogy is somewhat benefitial to the ps2 experience i feel. People complain about priceless moments, and then it's common again. Alerts have changed true out the years. I personally think they need to hit 2 birds with one stone, and highlight certain bases that count for points to win an alert, this highlighting must follow a path so people will be pursuaded to go there. As of now when a base has too many people in the sector, the map directs you to other bases. that sucks man, that is not how this game is meant to be played imo

  • @EBAH_FEAR
    @EBAH_FEAR Рік тому

    I like the idea of changing the win condition but in all reality unless it was multiple different conditions at once, it would turn planetside into this weird open world but not open game that wouldn't feel like planetside anymore.
    I like the idea of finding something else, but this would be quite a task to take on, and I do not think Daybreak will be up to that in the next year or so at least.
    I feel like they need to dive more into turning the game into a more teamwork oriented style. Outfits could use some more work, as things stand there seems to be 2/3 major zergfits on each server on each faction and thats what really decides the battle. Breaking that up or incentivising smaller outfits(not solofits but maybe more 12-48s?) would really serve the game better.

  • @zakadams762
    @zakadams762 Рік тому +1

    Win conditions matter just look at fight quality last week since alerts didnt trigger. BAD. The alert meta moves the map distance and creates a sense or urgency and time dependant ques. A foot zerg some may call expansive or immersive, but frequently it just seems like a fizzle fest at some god forsaken ditch near a warpgate.

  • @liveer9232
    @liveer9232 Рік тому

    wanna know whats sad tho. The lore of planetside literly ends up with the three factions fighting endlessly and mindlessly

  • @Fantastic_Mr_Fox
    @Fantastic_Mr_Fox Рік тому

    Ok hear me out.
    Randomized map layouts
    Seriouslyx this woulf work so well eith the hybrid hex system. Just look up 'Dorfromantik' and you'll know exactly what I mean
    Imagine continent layouts being randomized every time... that would keep the game fresh and we'd be fighting at different bases, without overcomplicating the win conditions.
    Now obviously this isn't going to be possible without building the game from yhe ground up to work like this, but for a Planetside 3 I think this would work

  • @Fantastic_Mr_Fox
    @Fantastic_Mr_Fox Рік тому +1

    Is there a need for a win condition, truly?

  • @dangerousdpad9079
    @dangerousdpad9079 Рік тому

    No infantry
    Only aircraft alert >:)

  • @pepakczsk6255
    @pepakczsk6255 Рік тому

    The best was when it was played for winning points.

  • @Zipperbag
    @Zipperbag Рік тому

    How much time and effort would be okay w/ the developers Do you think wining needs to focus on skills, fun levels, or what exactly Really believe you have to consider bringing back hives So it isn’t just territory (although quite significant) Could require owning a territory to kill and take possession of a hive Limit some bases (ie. The middle) to not being able to place a hive Needs to be a base that you captured? Maybe just a bit better victory point generation Obviously less generation nearer one’s warp gate Require a minimum number of people (2 squads?) to place a hive Hope would be to reward most aspects of various styles of play (Zergs even) Just enough effort required in ground pounding so it isn’t just rank warfare Maybe go so far as to say a base isn’t captured until a hive (player base) is destroyed (Possibly delaying capture similar to a bastion) Bastion if present canceling out such a process I’m sure I lost a few folks or I’d probably continue on more Think you need the hive angle to help create the intense battles tho Hard to compete w/ gaining purple on some base tho…

    • @Zipperbag
      @Zipperbag Рік тому

      Hard time figuring how best to initiate “Hives” After the fact I did think about other ways to get the colossus involved Such things as three friendly colossus spawned,alive, and outside the WG actually generate victory points Possibly add the ability to destroy an enemy hive of an unowned bass that you’ve connected too Maybe give them some limits to roving together (Circles?) Factions could run tanks and sunders to support Just not concentrated Say a Hive needs I dunno ten colossus hits Also need something in game that if a faction loses the hive base and has no connected base then the hive disintegrates

  • @Stinger278
    @Stinger278 Рік тому

    Remove the ability to respawn on alerts, and focus on medics.

  • @MrNb22
    @MrNb22 3 місяці тому

    I like the multiple map idea. but not Oshur. Never Oshur.

  • @magorostravsky5732
    @magorostravsky5732 Рік тому +1

    I honestly Miss some missions after shattered warpgate. Convoys were great idea. Sadly not important for game itself. And cutting off whole shattered warpgate Area Is wasting of map. A lot of wasted space on Esamir.

    • @planetwomanizzi
      @planetwomanizzi Рік тому

      The devs could make it important. E.g. you couldn't pull MBTs or heavy air without whatever was in the convoy. E.g. convoy maintains force fields. E.g. convoy contains colossus parts.

    • @magorostravsky5732
      @magorostravsky5732 Рік тому

      That would be absolutly amazing for variant of small alert.

  • @ArK047
    @ArK047 Рік тому

    The Crown, Ascent, Nason's, Eisa goes neutral and the first faction to get 10,000 kills in the hex and holds it when they meet the kill count wins the alert 🤪

  • @MrZlocktar
    @MrZlocktar Рік тому

    Current system is the best there ever was. Period. Flag capture is a bad idea, just saying. It won't be fun in practice. Most of what you are saying is only fun on paper, but if it hits live, you will be the one to hate it first.

  • @dieharddougie
    @dieharddougie 10 місяців тому

    touch grass Cyrious there is no meaning in playing planetside 2

  • @Djrealfake
    @Djrealfake Рік тому

    The three-way was, is, and always will be a bad game design decision.

    • @Fantastic_Mr_Fox
      @Fantastic_Mr_Fox Рік тому +2

      Disagree. As mentioned it allows, in theory, to balance overpop by having two factions more heavily focus the overpopped one. If you can make a spawn system that controls that well enough you can essentially always have 50/50 fights as long as no faction has more than 50% of the server pop
      It also allows for more assymetrical balance options. With two factions you can't really create interesting asymmetry while keeping ot fair, balanced, and interesting, but with three factions you have 50% more options. One faction can have fast tanks, the other can have really tanky tanks, the third can have powerful tanks...
      While with two factions you can't really put as much asymmetry without making it unbalanced

    • @Djrealfake
      @Djrealfake Рік тому

      @@Fantastic_Mr_Fox I disagree with that, over pops is one of the biggest problems in the game and always has been the three-way has done nothing to help it. It's only 33% more options not 50% in a three-way.

    • @Fantastic_Mr_Fox
      @Fantastic_Mr_Fox Рік тому

      @@Djrealfake I said the three way allows the spawn system to adjust to overpop as long as no team has more than 50% pop. A team with 50% pop can in theory fight the other two teams simulatenoudly so 50 vs 25+25.
      I never said however that the soaw system takes advantage of this. It does not. It coupd, in theory, and CMDR Cyrious has a great video on that topic, but currently it doesn't. And neither is asymmetry explored because the factions are dam near identical.
      Which is sad, really, because one of the things that make this game unique and could allow it to outshine other similar games, is completely and utterly ignored in the design, and only serves to worse the experience what with double teaming. So in that sense, you're right, it's a bad game design decision in the sense that it makes the game worse in its current state. But that doesn't have to be the case, and I think a Planetside 3 would have to fulfill this potential if it hoped to see any success.

    • @BoildownAH
      @BoildownAH Рік тому

      Disagree. I learned from WoW PvP servers that one faction will eventually attract all the best players and the other will be left with the players that don't know any better. The 3-faction system keeps this tendency in check. It _does_ require the factions to attack whoever is in first place, but it has been proven effective at keeping the talent relatively distributed between the factions instead of concentrated in just one.