You're all big boys now, Sony, so I'm not going to sugarcoat this: I hate Planetside 2. However, before you write this thread off as just another fanboy ******** about not enough vehicles or continents, hear me out. I actually like the game. Unfortunately, there are two big things that take what would otherwise be a great game with a lot of potential, and turn it into something that feels like a chore. 1)There is no penalty for death of any kind and therefore creates a death system with no meaning. 2)Most importantly, there are too many little outposts across the map and it creates a state of slog. I will be covering the latter in this post. The Original: In the original Planetside, each continent would have a dozen large facilities with a few towers spread out across the rest of the world. When one faction was preparing the conquest of a new continent, they would gather their forces at the sanctuary in a massive army, and then roll through the warpgate to a new continent. Then they would blitz through one or two bases before the enemy zerg could react, but would then get the attention of whoever owned those bases. The enemy zerg would gather their forces at the nearest base and ride out to meet the attackers. The two zergs would meet somewhere in the field between the facilities, and a massive battle would ensue in which both sides would fight desperately to gain ground, inch by inch. Both sides would have to correctly employ their advantages in number, terrain and tactics to push the enemy back to their base and maybe even capture it by the skin of their teeth. By this point, the losers would have to retreat to the nearest friendly facility and gather a new zerg army and the victors would likely by so disheveled that they would also have to rebuild their army before setting out into the field again. Then they’d both ride out to meet each other again and the cycle would repeat. What this system did, was create battles that would last for hours and even days sometimes and when you won and captured a base it felt like it meant something. There was never a slog feeling to it; it all flowed very naturally and made me feel like I really was embroiled in a sci-fi war. One zerg would roll through the warpgate and blitz through the first base or two before alerting the defending faction. The defending faction would gather their army and ride out to meet the oncoming threat in the field. This would result in a tug-of-war-style battle that could last for hours and even days. Eventually, one faction would win and both would gather their armies again to repeat the process. Planetside 2’s Problem: The reason we never get this feeling in Planetside 2 is really quite simple: there are too many little outposts all over every continent. These little bases break the flow of battle every 100 yards turn a great war simulator into a slogfest in which both sides just take turns spawn-camping the other. They have to go. What happens in the current Planetside is that a faction will gather a zerg army, ride out to hit the nearest enemy outpost, swamp the defenders and then wait 5 minutes while they camp the spawn room. Then, when the outpost caps, they ride 100 yards to the next outpost and then proceed to swamp the defenders and wait five minutes of spawn camping waiting for the outpost to cap. Rinse and repeat. We never get the signature Planetside open-field battles because there isn’t enough time of travel between the facilities for the zergs to gather large armies and there isn’t enough space between them for there to be a significant battle between the outposts. What this means is that 90% of the time you are either being spawn-camped or doing the spawn-camping. Neither of these possibilities are fun. All the little outposts create an unnatural slog of spawn-camping and it makes the maps feel small. The worst part is that I know for a fact that the game can actually succeed in creating those rich open-field battles that I loved from the original. One of the best moments in Planetside 2 was when my platoon leader organized us into a squad and we had to fight our way across the plains between Indar Excavation and Quartz ridge trying to get to the base while fighting from rock formation to rock formation. It was actually a fun experience; the problem is that it’s too infrequent. It happens only once in a rare while and never for more than a few minutes at most. The game feels like eating a bowl of horse food because you know that there are a few specks of sugar in it. There are a few sweet moments, but most of the time is spent slogging through the gross stuff waiting for that to happen. But, if you get rid of all the little outposts you can increase the distance between each capturable area and effectively recreate these large battles that the original was famous for. The only outposts you need are the three towers that surround the bases and the occasional hub post like J908 or The Octagon. Everything else needs to go. You don’t even have to delete the bases altogether. You can leave the actual buildings as additional terrain elements to be fought over as a vantage point for infantry. You just can’t keep them as capturable bases that you have to stop for because all they do is take make the flow of the game choppy, boring and tiring. For example, you can leave the buildings from Indar Excavation standing as a place for infantry to take cover from the air and armor attacks and maybe even leave one or two infantry terminals, but it shouldn’t be capturable and you shouldn’t be able to spawn air or armor from it. The little bases aren’t even that interesting either. Sure, there are a few bases that have cool layouts and terrain but the majority look like they were just copy n’ pasted again and again and again. They’re not interesting to fight over and just serve to break the flow of the game. Also, you have to delete the vehicle spawners, infantry respawn points, and infantry terminals on all outposts and only leave the vehicle resupply pads on a select few outposts. The reason for this is that the little outposts should only be a terrain advantage and shouldn’t serve as a place to rebuild your armies. That should only be reserved for the largest bases. The vehicle spawners on the hub outposts and the outposts around the large bases should only be able to spawn a flash at the most. They shouldn’t be a place to gather a new tank column, only a place to rearm and repair an existing one. That said, you can still leave things like vehicle shield generators that block all passage except to those who hack them. In this case, a base like Howling Pass Checkpoint can keep its shield generators but not its spawners for infantry or vehicles. This way, one army can seize the neutral base, repurpose its shield generators and then use the base to give them the edge when the enemy zerg attempts to come down through that pass. The turrets should not work though, or at least shouldn’t be as powerful as those on an official outpost or bases. By making all the outposts neutral and uncapturable, you will make the game flow better and will effectively destroy any slog factor the game has left, making it a much more enjoyable experience. It will reassert the necessity for tactics and ambushes and make it feel like a living breathing war. Nobody likes spawn camping every 100 yards and by forcing us to do so, you break immersion and create an incredibly boring and tiring experience. There are dozens of things this game still needs that will make it cool, but unless you fix the big problem of the broken flow, you will never have even a decent game. Please fix this. This map shows all the outposts that should stay and all the ones that should go. The Bad outposts are colored in with a red “X” and the good ones are circled in blue.