ZionsFire
2003-10-05, 02:46 PM
Hey, All, Credit to ZombieB
I originally posted this one the wishlist, but people there suggested I posted it here too, so..here goes.
This post is a huge one with all the ideas I've come up with (including concept art) and that I at one time or another would like to see included in Planetside. (some parts have been listed before in my Perfect Planetside thread)
If you do not want to read all of it, scroll down to the part which interests you and comment on that part only. All aspects are seperated with a few linebreaks and a new header.
Posted before the balance pass goes live - 4th October 2003.
Part 1: Base Layout, Defense/Offense, Facilities & Baselinks.
--- Main Base Gates/Walls/Turrets ---
- Add more "Anti-Mow" obstacles and cover for the troops in courtyard.
- More obstacles near the base gates so that tanks can't just rush straight in. (i.e. 5 of those small "walls" at each gate instead of the normal 3 (or none as is the case some places).
- Add more cover in form of rocks/boulders/trees so that advancing forces have decent cover to fire from.
- Phalanx turrets get a rate-of-fire boost and preferably make them dual-chainguns merely because it looks better.
- Anti-Air Flak Turrets on the main base roof (where there's now usually a dome/radar etc). Make them non-autofiring and so they have to be manned by personell in order to fire. Do not make them able to fire down in the courtyard. Less efficent than AA Maxes, but with fairly good range. Maximum 4 of them in each base. Poor armor.
--- Bunkers ---
(See concept art at: http://home.online.no/~bulhanse/chr/bunker.htm )
- All bunkers are connected to the base with underground hallways.
- Add forcefields around bunkers to protect those inside the bunker. Reduce damage taken inside the forcefield to 1/3 of the normal damage. Make the forcefield seem like a dome around the bunker and passable, so that enemies can get inside the forcefield and shoot the bunker occupants with full damage.
- The forcefields regenerate if you got an Amp station (much like the vehicle shields). On top of each bunker is an exposed generator which can be destroyed to take down the forcefield (and repaired from inside the bunker).
- The bunker generators can also be destroyed with boomers from the backside of the bunker (place boomers where the pipes on the concept art are and the generator takes damage).
- The color of the forcefield changes with the owner of the base. I.e. red for TR, blue for NC, purple for VS.
- The point of the forcefield would be to make the bunker a favorable place to be compared to outside, and reduce the fact that you're mainly sniper bait in one at the moment. (Yes, I know it can be used to avoid magmowers etc).
- Bunkers are connected to each other through tunnels (so you don't have to run back to the base, find the next exit and run to a new bunker).
- In the bunker-corridors you have some exits which in order to use, you'll have to run up a small stair, thus preventing them from open because some guy runs too close to them when he's going for the bunker. Those bunker doors are only hackable from the inside.
- The bunker corridors lead to the same "main" room as would be used when coming through the backdoor. (see backdoor section)
--- Backdoor ---
(Concept Art at: http://home.online.no/~bulhanse/chr/backentrance.htm )
- Create the outer door hackable from the outside. You then arrive in a semi-large room with some obstacles for defensive positions.
Then create a linked hallway from the "backdoor-room" to the main complex which has a door only hackable from the inside. That way you reduce the amount of people queing up in the backdoor tube (which I at least find mildly irritating), and you avoid people getting mowed down by vehicles while waiting outside. It will also allow Spec Ops Teams to deploy some interesting strategies.
--- Base, Outpost, Tower Layout ---
(Concept art at: http://home.online.no/~bulhanse/chr/map.htm )
- Divide base designs into 3: Main Base, Outpost, Tower. Make Main Base a huge base, Outpost the size of a normal base, and towers as they are today.
- Main Base:
- Add 2-3 main bases on each continent. These bases will be able to use all the facility benefits (tech station, dropship centre etc) IF, and that's a big IF, it's respective outposts are captured.
- Increase the size of the complex by a lot. Different textures for different areas. Add more signs. Larger and less cramped hallways with boxes to hide behind for indoor fighting (instead of queing up to die when in a zerg, you'll actually be able to move).
- Create chokepoints and bottlenecks inside the basecomplex so that a well setup defense can hold off a semilarge force even after they've broken into the courtyard.
- Change the illumination in the basecomplex and add directional lights (so that infils can hide/move in darker spots to avoid detection as easily). Currently the base lacks mood and it's like fighting a war in a mall.
- Make it so some Outpost benefits are shared by two mainbases. So if NC holds the north base and TR the south base, and there's tech plant outpost linked inbetween, only one empire can have that benefit at their main base.
- Main bases should be harder to capture than outposts. Increase the amount of turrets and include two CCs (where both must be hacked for timer to start), two spawn points (one in each end of the facility as it's very large) and two generators. Perhaps so that blowing one generator disables one part of the base but the other half is kept operational.
- Outposts:
- Outposts are at more or less the size of the normal bases we got today.
- Outposts are the way to get facility benefits. If you only own a Main Base, but no outposts, you get no facility benefits.
- Each warpgate has an respective outpost which must be captured before they can move on. So that once a faction has been pushed off the continent, it's hard to get it back. Also gives the defending faction some time to react (as today the first bases you capture on a locked continent won't have any people defending them).
- Towers:
- Towers work more or less as they do today. In other words - close proximity spawnpoints near the outposts. For Main Base attacks however, you're required to bring AMSes as there are no towers close to the main base.
--- Faciltiy Benefits ---
- Personally I think the facility benefits are pretty good, however got one I want to change.
- Interlink facility:
- Instead of constantly showing where the enemy is on radar, you create several terminals that can be used as a small "reveal enemies" with effective range of base, courtyard and walls. Thus giving insertion squads the capability of performing sabotage without constantly being shown on radar.
ok thats the first part
I originally posted this one the wishlist, but people there suggested I posted it here too, so..here goes.
This post is a huge one with all the ideas I've come up with (including concept art) and that I at one time or another would like to see included in Planetside. (some parts have been listed before in my Perfect Planetside thread)
If you do not want to read all of it, scroll down to the part which interests you and comment on that part only. All aspects are seperated with a few linebreaks and a new header.
Posted before the balance pass goes live - 4th October 2003.
Part 1: Base Layout, Defense/Offense, Facilities & Baselinks.
--- Main Base Gates/Walls/Turrets ---
- Add more "Anti-Mow" obstacles and cover for the troops in courtyard.
- More obstacles near the base gates so that tanks can't just rush straight in. (i.e. 5 of those small "walls" at each gate instead of the normal 3 (or none as is the case some places).
- Add more cover in form of rocks/boulders/trees so that advancing forces have decent cover to fire from.
- Phalanx turrets get a rate-of-fire boost and preferably make them dual-chainguns merely because it looks better.
- Anti-Air Flak Turrets on the main base roof (where there's now usually a dome/radar etc). Make them non-autofiring and so they have to be manned by personell in order to fire. Do not make them able to fire down in the courtyard. Less efficent than AA Maxes, but with fairly good range. Maximum 4 of them in each base. Poor armor.
--- Bunkers ---
(See concept art at: http://home.online.no/~bulhanse/chr/bunker.htm )
- All bunkers are connected to the base with underground hallways.
- Add forcefields around bunkers to protect those inside the bunker. Reduce damage taken inside the forcefield to 1/3 of the normal damage. Make the forcefield seem like a dome around the bunker and passable, so that enemies can get inside the forcefield and shoot the bunker occupants with full damage.
- The forcefields regenerate if you got an Amp station (much like the vehicle shields). On top of each bunker is an exposed generator which can be destroyed to take down the forcefield (and repaired from inside the bunker).
- The bunker generators can also be destroyed with boomers from the backside of the bunker (place boomers where the pipes on the concept art are and the generator takes damage).
- The color of the forcefield changes with the owner of the base. I.e. red for TR, blue for NC, purple for VS.
- The point of the forcefield would be to make the bunker a favorable place to be compared to outside, and reduce the fact that you're mainly sniper bait in one at the moment. (Yes, I know it can be used to avoid magmowers etc).
- Bunkers are connected to each other through tunnels (so you don't have to run back to the base, find the next exit and run to a new bunker).
- In the bunker-corridors you have some exits which in order to use, you'll have to run up a small stair, thus preventing them from open because some guy runs too close to them when he's going for the bunker. Those bunker doors are only hackable from the inside.
- The bunker corridors lead to the same "main" room as would be used when coming through the backdoor. (see backdoor section)
--- Backdoor ---
(Concept Art at: http://home.online.no/~bulhanse/chr/backentrance.htm )
- Create the outer door hackable from the outside. You then arrive in a semi-large room with some obstacles for defensive positions.
Then create a linked hallway from the "backdoor-room" to the main complex which has a door only hackable from the inside. That way you reduce the amount of people queing up in the backdoor tube (which I at least find mildly irritating), and you avoid people getting mowed down by vehicles while waiting outside. It will also allow Spec Ops Teams to deploy some interesting strategies.
--- Base, Outpost, Tower Layout ---
(Concept art at: http://home.online.no/~bulhanse/chr/map.htm )
- Divide base designs into 3: Main Base, Outpost, Tower. Make Main Base a huge base, Outpost the size of a normal base, and towers as they are today.
- Main Base:
- Add 2-3 main bases on each continent. These bases will be able to use all the facility benefits (tech station, dropship centre etc) IF, and that's a big IF, it's respective outposts are captured.
- Increase the size of the complex by a lot. Different textures for different areas. Add more signs. Larger and less cramped hallways with boxes to hide behind for indoor fighting (instead of queing up to die when in a zerg, you'll actually be able to move).
- Create chokepoints and bottlenecks inside the basecomplex so that a well setup defense can hold off a semilarge force even after they've broken into the courtyard.
- Change the illumination in the basecomplex and add directional lights (so that infils can hide/move in darker spots to avoid detection as easily). Currently the base lacks mood and it's like fighting a war in a mall.
- Make it so some Outpost benefits are shared by two mainbases. So if NC holds the north base and TR the south base, and there's tech plant outpost linked inbetween, only one empire can have that benefit at their main base.
- Main bases should be harder to capture than outposts. Increase the amount of turrets and include two CCs (where both must be hacked for timer to start), two spawn points (one in each end of the facility as it's very large) and two generators. Perhaps so that blowing one generator disables one part of the base but the other half is kept operational.
- Outposts:
- Outposts are at more or less the size of the normal bases we got today.
- Outposts are the way to get facility benefits. If you only own a Main Base, but no outposts, you get no facility benefits.
- Each warpgate has an respective outpost which must be captured before they can move on. So that once a faction has been pushed off the continent, it's hard to get it back. Also gives the defending faction some time to react (as today the first bases you capture on a locked continent won't have any people defending them).
- Towers:
- Towers work more or less as they do today. In other words - close proximity spawnpoints near the outposts. For Main Base attacks however, you're required to bring AMSes as there are no towers close to the main base.
--- Faciltiy Benefits ---
- Personally I think the facility benefits are pretty good, however got one I want to change.
- Interlink facility:
- Instead of constantly showing where the enemy is on radar, you create several terminals that can be used as a small "reveal enemies" with effective range of base, courtyard and walls. Thus giving insertion squads the capability of performing sabotage without constantly being shown on radar.
ok thats the first part