I hate the tank idea at all. It a artifact of some primitive game design.

Please, never ever try to do a tank tactic in real life battle.

One promised feature of PO are the dynamic word.
How did this match with the static missions?

I don't request dynamical generated mission, I know this is very hard to implement.
But that any geologic mission and any kill mission hast exact the same target spot all the time, that's embarrassing. sad
What's the problem to add a small piece of randomness to the spots locations? Not so much you get problem with the world map, just enough to get some relief.

If NCP's span for my new mission swan in another corner if the valley, I may get the chance to kill some for my mission before all the campers get them. If I can do my next geologic scan on the other side of the hill, I get the chance to learn more about the terrain while I repeat a mission.

3

(32 replies, posted in Balancing)

The time you need to get from one point to another is a essential part of pvp. If you can be in no-time at any location you get a hack&slay game.

I think it is good if you need some time to reach a special position, but the possible rewards must scale with this time. In every MMPOG time is the real currency.