View Full Version : More LLU Details
Hamma
2003-07-24, 07:20 PM
http://www.planetside-universe.com/?newsid=475
IDgaf
2003-07-24, 07:23 PM
I wonder how they will implement this system if it's an addition.
Will a box pop up saying 'This SOI will now be an LLU SOI'?
Will one be able to choose gametypes from servers?
Huh, huh?
Hamma
2003-07-24, 07:24 PM
dunno, spork just opened a new can of worms :D
Sputty
2003-07-24, 07:28 PM
GAh, this thing better be tested for a few months in the test server with no CSR BS like all the other tests
...now I understand...
Guys. When the LLU gets to a friendly base, the hacked base that "spawned" the LLU is immediately capped. It's a way of circumventing the cap timer while at the same time adding a second optional gametype to Planetside (like Spork said, you can still slog it out if you feel like waiting around a bit.) I also suspect that you don't want the enemy capturing the LLU back because if they do and they get it to their base, you lose your hack.
Utter freaking genius now that I look at it. It leaves the current system in place while giving people a second option of speeding up the hack and fighting for another reason. That is, if I read Spork right.
Perhaps they'll make it so an LLU spawns when the hack is started, if you wish to get the LLU to another base, then right when it arrives, the base is yours, regardless of whether or not the 15:00 minutes is up. Also, if you're not able to get the LLU to the base, then you can just wait out the 15:00 minutes for the hack to complete, either way, you get the hack. Just a theory. would add some spice, and would have to be coordinated... if you wanted to go the quick LLU route... you'd suffer from lack of defence at the CC... and if the LLU seems too risky, just wait out the 15:00 minutes
note: this is jsut a guess...
EDIT: yeah, what Lise said... except i don't think the Enemy can pick up the LLU... please correct me if I'm wrong.
EDIT2:
The module has a lifespan in which it must be delivered. If it is not delivered to its destination within that lifespan, it will decay and the hack on the enemy base will fail. The Module itself can be dropped, but not destroyed in the player�s inventory. Its properties will not allow it to be stored in vehicle trunks or in lockers and it will despawn if it is dropped in lava or deep water. If the carrier dies, the Module will remain active and drop near their corpse.
Looking at the first post... from this sentence it seems like it isn't optional, but necessary... which kinda makes me like this idea less...
Sounds liek the smart and logical solution. I like it.
gonnagetyou
2003-07-24, 08:16 PM
I can't look at the official forums while at work, but from what you guys are saying this sounds like a lot of fun. A lot of the time I'm running around outside of the SOI harassing the enemy and picking off stragglers in my Lightning. Now I'll have the option of hunting down the LLU carrier as he's trying to get away. That will make my role as a scout operating between bases a little more fun and important.:)
Diddy Mao
2003-07-24, 08:20 PM
If They Follow the Community Wha the hell are they gonn do about the Lasher?
Navaron
2003-07-24, 08:20 PM
I'm not so much against the idea, however, I'm bewildered and disillusioned that this is now thier (a) priority. I'm sorry, but with the tide this game has been following, this seems like a poor direction to take. I'd much prefer them to simply implement the base functions, or just confirm that those items will be out well before this new system.
gonnagetyou
2003-07-24, 08:39 PM
Since the LLU carrier won't be able to drive a vehicle but may be a passenger, tank and buggy certs are going to get more popular I think. Could lead to some great chases.
Having two options for base capture doesn't sound all that complicted to me. Being able to capture faster in some cases may actually improve the situation when there aren't a lot of people on the continent and you're looking for some real fast action.
Sounds like Seige, CTF and Rabbit all rolled into one.
nightcr4wler
2003-07-24, 10:37 PM
I think it's just going to become a nuisance rather than a new experience. Unless they think of some clever way to catch the nightcr4wler's eye I am 100% against it.
FireWolf22
2003-07-25, 10:25 AM
I don't know what is going on now. I do understand from spork that this and addition to the current base capt feature. I don't understand this tho.
Okay you can capt the base with the llu or wait for the hack to complete.
Okay so you run the LLU. You now can't defend the cc as well, 'cause you have to cover the LLU. Okay so you sit around and wait for the timer. The enemy can't pickup the LLU to stop the hack. They can take the base back by fighting in and rehacking the cc.
Look at this from the hacked bases empires stand point:
Lets say the NC hack a base from the TR. The NC start the LLU. The TR stop the LLU and defend it from being picked up again. Okay so the NC deside that the LLU failed. Okay so now we just sit around the base and hold it from the TR until the 15 min is over. So we still get the base and the attempt with the LLU failed and the TR are out there covering it to stop us from picking it and not trying to recap the base.
I thought that if the LLU was not brought to another base within it's life span the hack would fail. From what was just said by spork, it doesn't really matter because the base will be yours after the 15 min is up, if the LLU makes it or not. If the LLU makes it you will get the base hack instantly.
I'm lost now. I'm so confused I forgot what the heck my point was. I had to reread my post to pick it back up. Oh well I just don't think this will work. They may want to step back from the drawingboard and take another look.
Wolf
EarlyDawn
2003-07-25, 10:44 AM
I think they should stop BSing around with this idea and get to work on the landline concept, it does a better job of getting the battles out of the SOI, and more mobile.
If anyone dosen't know the deal with the landline idea, lemme know and I'll post a link to the OF post that Spork said the devs are monitoring.
Navaron
2003-07-25, 11:06 AM
Create a new thread for it. I like the idea. Although I'm not particularly opposed to any of the methods in progress right now (just the fact that they are in progress out of priority which is another post entirely).
Nixon
2003-07-25, 01:03 PM
First off, let's remember that this is all conjecture... it's not implied one way or the other whether the systems will overlap each other as described, or whether they'll be independent of each other.
Second, unlike some of you, I'm looking forward to a change to the same old crap. If I may be so bold, please tell me what you like about the current system and why you don't want it to change without citing things in the new system that you don't like.
To me, the game has fallen into the same cycle for most base caps. It's either A) One empire comes in, places a hack on the base and camps the spawn room to the point that the defending empire just gives up spawning at that base or B) The battle is so huge that the attackers end up blowing the generator and running the base neutral, where they have the advantage in rehacking thanks to multiple AMSs surrounding the base and laying siege to any remaining defenders within the base. It's very predictable, and lacks any of those "moments" that make a game worthwhile. What's so fun about blowing people to hell before they can leave a tube? There's no strategy involved... it's just shear numbers who'll win in the end.
LLU... I think it's a step in the right direction. Finally moving more away from just a giant team deathmatch, and towards something a bit more grand and worthwhile. I can't wait to see multiple people falling on the way out of a base as others scramble to grab the LLU and rush into nearby vehicles while enemy bombers start pounding the place.
Could my opinions change down the line once more details come out? Hell yeah... but right now, it's just too vague to make any concrete opinions like "I'm 100% against the idea." At least for me...
ScatterMax
2003-07-25, 02:27 PM
I like the idea of a new cap system. Even if the old one is still in effect. I think either way its going to increase battles on the entire continent and give those people who dont like sitting around something to do. I dont think it will be too hard to defend a CC and run an LLU, or attack a CC and an LLU. There are plenty of people to accomplish both at the same time, just think about the 50 people you see standing around the CC in most base captures. They could be helping run the LLU. No faction needs a butt load of people in the CC. 2-3 squads to hold a base, 2-3 squads to run the LLU.
Seems like a fairly good way to get people to do something other than stand around. I like it
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