Originally posted by: Zensal
Originally posted by: SunnyD
As long as they put in multiple spawn rooms, multiple generators, and multiple command points per base. There was nothing more annoying than "Gens, Tubes then cap" at every since base, especially the ones where the towers were a mile drive from the base. Mind you, the mechanic was great, because it gave infiltrators a job, but when you have one infiltrator "prepping" a base for cap by himself... it was annoying.
Maybe 2 spawn rooms, but I don't think the others would work as well.
I know that they were flirting with developing sectional bases vs. all being in one building. That would solve some problems with repetitiveness.
Honestly? Why would a large military installation only have one generator and no backups? Why would there be only one choke point to have people respawn at? There should be multiple stages to base caps:
#1 - Breach the perimeter (defenses, either by force or by stealth)
#2 - Neutralize the defenses (generators, multiple defensive subsystem controls)
#3 - Neutralize reinforcement capability (multiple spawn rooms/medic bays)
#4 - Cap the base.
Same formula as before, except it shouldn't be over once the first part of #2 or #3 is completed, which was the problem of the original. Having things like field medics and triage units, along with infirmaries would help with #3. Having multiple generators and backups, along with defensive control stations would help #2.
I agree, splitting things up a good bit means a bigger fight with smaller teams, and a more prolonged engagements. This is what Planetside desperately needs.
