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The World Itself

Discussion in 'Ask the Team' started by Armyghy, Nov 23, 2013.

  1. Luciasar Luciasar Well-Known Member


    Please, please look at the virtues and mistakes of the Planetside 1 & 2 system, and how that's developed over time. They've gone through a lot of iterations in land capture, from simple control to adjacency to lattice, and made mistakes that you guys don't have to make again, or can improve upon from the get go. From a scale perspective, EC is going to be very similar, and all of the problems with zergs, ghostcappers, and chokepoints could mess with EC just as much as they have with those games.

    Also, "capital city"? Does that mean there will be multiple "hubs" of sorts that land ownership will extend from? Will these rotate out? And will factions that may be at risk for permanently low populations (eldar) have a consistently lower spread of choice in where they can fight, due to a more restricted frontline?
  2. The lattice linking scares me a bit, although in a situation where there are 4 different factions, you wouldn't want your map completely pockmarked with interweaving faction outposts and supply centers. I guess it's a good idea as long as we can disrupt supply lines back to the capital, so that subterfuge and stealthing past enemy lines is a viable option.
  3. GitzStompa GitzStompa Subordinate

    Simply put: I'd like the world to have a similar atmosphere like Dark Souls/Skyrim with huge scale battles and some rpg exploration with a 40k "stamp" on it:)
  4. God God Well-Known Member

    As long as it offers me a fun battlefield to fight on I'll be alright
  5. Bossaroo bossaroo Well-Known Member

    What I want for the world itself is kinda skyrimish like gitzstompa said but I want things to be as 40k as possible I don't want to go into a base for it to be 5 buildings a lone generator and a fence,NO!! I want these things to be actually fortresses with walls, turrets , a trench or 2 , and most importantly I want to when me and my faction have sacked the base to destroy as much stuff as possible if we can't have the place or take the base for our own and take all the resources they left there and for the whole supply lines thing I think attacking a supply line should be not too difficult it really is just a few soldiers and some trucks but if we were to take the supply lines out it would be a big hit to the enemy and my faction gets some requisition for knocking out a supply line and for one last thing on the world if there are super weapons that cost a metric tonne to use I want the world to show what happened there if the space marines drop like purgatus on a region ( no exterminated cause that's an entire planet purgatus is exterminauts' little brother it wipes out a huge chunk of land maybe a small region ) i would like to see a giant explosion engulfing players vehicles and then me... Any who when u respawn and return there I want there to be nothing left of that place but ashes and no-mans land
  6. I'd quite like the idea that a base which begins as 5 buildings, a generator and a fence could be slowly but steadily upgraded into a vicious outpost with rockcrete walls, machine-gun posts, razor wire surrounds and a cleared firing zone. Likewise, a base which begins as a vicious outpost could become a fortress worthy of the Iron Warriors.

    Physical supply lines would be an interesting thing to include - that's been done in a few ways in different games, and in general has added something at a strategic level.
  7. Sovano1 Sovano1 Well-Known Member

    are you refering to the planetside1 worm or what did you have in mind

    yeah and i do like the upgradeable option for bases
  8. Armyghy Armyghy Subordinate

    I hope the next batch of video/screens we get are showing off the environments. Fortresses, wrecked cities, alien landscapes.
  9. WORD!!:mad:
  10. Danscan Danscan Subordinate

    One way to deal with the issue of Attacks leading to more Attacks before the other side can respond is to make all new territory go through a period of limited reinforcement/resources. The new area could start off with a limited ability to re-spawn reinforcements that slowly gain over time. You may even be able add a "builder" class that helps bring a territory under complete control faster (I am not sure of a mechanic for this).

    The basic scenario would be for faction 1 (F1) takes a region. But this region does not spawn reinforcements quickly and units must move from F1's home region. Faction 2(F2) former owner of the region can spawn reinforcements quickly from its fully controlled region. F1 must now dig in to defend its gains or risk losing its hard fought region. Fortunately for F1 they prepared for it and "builders" have begun to consolidate its grip on the territory by repairing "stuff" and creating reinforcement zones ("landing pads/teleport").

    A well planned attack could use a contingent of "attackers" while it pushes through more then one region while F1 builders quickly build a good logistics base.

    That was a long winded way of saying if you want to prevent uncontrolled Attacks do what the real world does. In force logistic concerns. Make it hard for reinforcements, ammo, and support to get through a recently grabbed region without some prior planning and it will force the battlefield to act more "realistic" (or as realistic as multi-hearted 7ft tale men in powered armor can be).
    Bladerunner likes this.

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