View Full Version : IGN Interview Smokejumper
Marsman
2004-03-23, 07:48 PM
http://www.planetside-universe.com/index.php#836
VashTheStamped
2004-03-23, 08:08 PM
cool :brow:
BUGGER
2004-03-23, 10:50 PM
when we added the Cavern Lock benefits... well... that's when Core Combat really changed things. If an Empire captures all the buildings in a cavern, then that Empire gets a "Lock" on that cavern. And then, any facility on the surface that's connected via lattice to that cavern... well... they get the benefits of all six modules, whether they're installed there or not.
These are huge defensive bonuses for the Empire that can take advantage of them, and the other Empires are loath to let that occur. So, we end up seeing a lot more fights in the caverns, while simultaneously bringing a new tactical element to the surface world as well. I just noticed that. Every time i go into a locked cavern and start hacking, by the time i get at the most 3 bases hacked i will get alot of enemy fire and the /who command will only give me the maximum 25. Ya gota say I think they fixed the cavern battle sizes just great.
noodles
2004-03-24, 04:18 AM
even after the cavern lock i still rarely see over 20 people from one empire in the caverns... there are more people down there now than before but i am still waiting for the first cavern pop lock battle.
that is gunna be insane
Acaila
2004-03-24, 06:19 AM
CC beta was awesome fun. Those caverns are a great place for a fight, everyone can play in their style and get a few frags. It was a shame CC was so poorly implemented, that is starting to change now though, thankfully.
Krinsath
2004-03-24, 11:27 AM
They would greatly improve CC by putting a tower-style structure (doesn't count for cavern lock, no hack timer) by each geowarp. As it stands it is insanely difficult to break a cavern lock (10 minute timer + AMSes only = failed offensive) as not many people go into the caverns to begin with, so very few groups really try to break in once it has gone in.
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