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View Full Version : Base redesigns, cloaker(purpose) buff, and general sneakiness.


Spee
2004-02-14, 12:05 PM
Alright. Just tossing a few random ideas inside my head.


Alright. First off, resdesign the gen room - While, yes, they are functional at the moment, I do not get a sense of awe and "Woah..." from going into one of these rooms. While I know they are designed for flexibility in being positioned anywhere (Bio lab vs. tech plant), lets just focus on the places with the generators in the basement/sub-basement, as the biolab couldnt work with this.


Alright. Any of you play goldeneye? Im sure there are at least some of you. Do you happen to recall the Silo level? The big, hollow missile shaft that had catwalks around the outside? Thats what I want for the gen rooms in PS. Make the generator fscking HUGE. Make the bottom extend to a point where if you just use the gen door, you cant see. Put an elevator to the bottom/top so you can gain access to various parts.

Also, the gen design itself - Ditch the spinning cylinder o' steel idea. Replace it with a sort of nuclear reactor - A large concrete, uninteresting column in the center. Though, this is subject to change. The gens can still be blown, but it will take MUCH more teamwork - more on that later.


First off, the catwalks and the elevator - Since this is now a multitiered environment, fighting will become MUCH more interesting in the gen room. Elevators can be destroyed by the attackers to slow the defenders, who are still able to ascend/descend via ladders.

Now, in line with WarBorns ideas, this would have a main terminal - Something very impressive-looking, overlooking the generator. This console controls NTU flow to various parts of the base, and the ability to nullify 1 of the base benefits. NTU flow can be alterd by a CR3, friendly OR ENEMY. However, for the enemy to utilize the ability to harness where the NTU's go, a secondary room, a security room of sorts, has to be hacked, and then, the person who has hacked that room must disable the security console in that room, and transfer manual override to the Generator Console.


Friendlies may only alter the flow of NTU's if
A: They are cr3+
B: They are in the outfit that owns the base.

This makes it so that random folks dont send all the the NTU's to a turret, and there can be some sort of conferencing between outfit members on how to manage the base.


Now, Enemies can alter the flow of NTU's if the said conditions are satisfied. If so, then the Generator Console is open to that Empire. Controls allow for the changing of NTU usage, and closing a "port" for ONE link benefit to the base(Read: If attacking an enemy locked continent, you can close the interlink benefit to help the raid on it)


The usage of NTU can be used to

1: Repair turrets/spawns
2: Decrease Spawn Time
3: Lower timers on vehicles and MAXes.

These benefits, however, drain NTU quickly, so you cannot maintain this super-base for very long.


The enemy, however, has an added option - Divert NTU's to Generator. Once this is selected, however, a large alert goes out to the base saying the NTU transfer has begun to occur. This can be circumvented, however, through the hacking of the security room. If the NTU is selected to be diverted to the Gen, and the security room is hacked, the ONLY notification is the last 10 seconds before the generator explodes.


Once the generator is destroyed, a backup one kicks on - the cause for the red lighting. However, this ALSO provides EXTREMELY limited benefits to the base - non-MAX equipment. So, a base can still defend itself if the primary gen is out, but they cannot spawn. Once the secondary gen is out, the entire base is plunged into complete dark. Need some sort of night vision/flashlight for this to work, though, I think it would be extremely 1337.


Comments? Questions? Flames?

ORANGE
2004-02-14, 12:11 PM
OMG spee you are a genious and I used to play GoldenEye don't any more but I know what you are talking about and that would rule. Only problem is this would require a full base overhaul seeing as how they cannot dig into the surface of auraxis seeing as how the physics engine doesn't allow it.

Jaged
2004-02-14, 01:17 PM
So in other words, there is no possibility of this ever making it it the game

Spee
2004-02-14, 01:22 PM
So in other words, there is no possibility of this ever making it it the game


Without a complete resdesign of the maps, and a monstrously awful download, no.

Jaged
2004-02-14, 01:34 PM
So in other words, its never gonna make it int....... Ah you know what I am going to say. :p



Edit: Most random ideas posted here never make it close to being coded into the game, so why am I bitching? :confused:

scarpas
2004-02-14, 02:26 PM
nonononono, no

Seer
2004-02-14, 02:39 PM
The devs have wanted to redesign the bases since day 1. It's been a persistent regret for them, as well it should be. Because of budget and download concerns, they can't do it.

Spee
2004-02-14, 02:50 PM
nonononono, no


Mind elaborating why?

apachepilotpat
2004-02-14, 05:55 PM
When the gen goes there has to be a huge explosion.When the gen reaches a critical level a 2min timer starts and when it reaches Zero a Nuclear explosion kills every one in base when the count down is activated there is no way to reverse it but people get constant warnings.

PhoenixTypeX
2004-02-14, 06:13 PM
Tbh I would'nt care if there was a massive download if it was something major like a complete base/ map redesign. I've downloaded large files before e.g. when counterstrike moved over to steam i had to download a 500mb file to play the game. It took a day or two constant connection but hey we all have cable here. I downloaded it cos I loved counterstrike and would do it for planetside. And I think alot of people should so devs if you are looking and ure probably not PEOPLE DO NOT MIND LARGE DOWNLOADS IF THE RESULT IS GOOD ENOUGH and I belive this would be....

http://www.planetsidestats.com/Sig/21/479411/2/sig.jpg

Dyentious
2004-02-15, 05:05 AM
Yea the idea definately kicks ass..

Unfortunately though, there are tons of problems with it, and most of em spawn from the dev's actions and game engine.

This would add tons more screen lag to the game, since PS seems to render the stuff that isn't even on the screen as long as it would be in your viewing distance. The game already lags enough as it is.

Biggest problem though is with the way the devs have handled the game so far, they definately show that they're not interested in large changes. All i've really seen them do is a few gun tweaks here and there, and some new vehicles. And seriously, i'm a 3d modeler, and i've done low polygon models before. They really do not take that long to create, especially when you're talking about one or two vehicles, or just a new room..
I don't know why the devs take so long to make changes or add stuff.

Probably cause they just don't have the money since they lose so many subscribers

easypickings
2004-02-16, 02:39 PM
i really like this idea, i know they cant deform the map so why not go up instead ??
it might look a little different but it would still work.

Kyraal
2004-02-16, 02:53 PM
This is a very good - but ambitious - idea. I like it a lot, but what with the game engine restrictions and such it feels like it might be something implemented into PlanetSide 2 instead..

But I would definitely like to see something like this.

Rbstr
2004-02-16, 02:53 PM
Yeah this game could use some more "Wow thats big, and cool ooking moments" Like the first time i walked int the Cery cavern to see all of those huge shiny ice cave things.

Spee
2004-02-16, 02:55 PM
Seriously. After all the balance issues are worked out, the game needs a major facelift.

Kyraal
2004-02-16, 02:59 PM
Not only a facelift, but also a major skeletal reconstruction and DNA-resequencing.

Vis Armata
2004-02-16, 03:03 PM
Well, any new structures are expansion-pack material just because of the download, etc.

As far as redesigning the bases, I'm not that interested in new aesthetic changes, but the functionality that Spee is talking about would be welcome.

Spee
2004-02-16, 04:42 PM
Wait. Technically, this doesnt involve altering the map at all, but adding the gen room. Since, the Tech Plant gens are in the sub-basement, which is FAR below the surface.


Just put the roof of the gen room at the surface of the map, and drop the floor down perhaps 200m. *idea*

TheN00b
2004-02-16, 04:55 PM
Sorry, even though the purpose of the idea is sound, I can't agree with it :( . Do you guys know how many CR3's and up are either complete retards and/or just assholes who like to screw people over? It would wreck chaos when a bunch of bastards got together and fucked with a critical base's NTU's :rolleyes: :mad: .

Spee
2004-02-16, 05:18 PM
Sorry, even though the purpose of the idea is sound, I can't agree with it :( . Do you guys know how many CR3's and up are either complete retards and/or just assholes who like to screw people over? It would wreck chaos when a bunch of bastards got together and fucked with a critical base's NTU's :rolleyes: :mad: .


Read again what the requirements are, my friend.

TheN00b
2004-02-16, 05:29 PM
Spee, I was under the impression that either A or B had to be met. Is that true?

Spee
2004-02-16, 05:45 PM
Spee, I was under the impression that either A or B had to be met. Is that true?


Nope, A and B must be met in order to manipulate the terminal.

Vis Armata
2004-02-16, 05:47 PM
edit: nevermind. :D

Visor
2004-02-16, 09:52 PM
This would be great but Im going to feel sorry for the 666th (markov)
They must have what couple hundreds Cr3 and above

TheN00b
2004-02-17, 01:27 PM
Ah, gotcha Spee. Mebbe wanna clarify your initial post then.

Wraithlord
2004-02-17, 02:11 PM
When the gen goes there has to be a huge explosion.When the gen reaches a critical level a 2min timer starts and when it reaches Zero a Nuclear explosion kills every one in base when the count down is activated there is no way to reverse it but people get constant warnings.


^^^^^^^^^^^^^
every fking grief n00bs wet dream