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Tikuto
2010-04-20, 11:21 AM
Pick up a weapon and shoot.

I liked this alot about PlanetSide. I felt I can get into battle no problem though the Suppressor isnt particularly a weapon of choice; players barely use it. While there was balance and always will be with these particularly sorts of MMOs, it is most appreciated to understand that the balance is a SOLID balance.

A solid balance reassures a player's confidence and enjoyment, allows an easier learning of the game and bases the game more around player-skill (point n click) rather than perk-skill ("Skill Tree gives you +100 damage buff").
By solid balance I mean all equipment attributes and values do not change by leveling-up your character or having Skill Tree points. All equipment values are fixed and do not change by anything, exceptions for tactical variables. Players know the balance about the game yet still able to customize themselves with different equipment and arsenal. Tactical variables are exceptions by game design (like PlanetSide1 Implants give player special abilities, Heal Module change health value, etc...).

DviddLeff
2010-04-20, 11:46 AM
One of the key things about PS that raises it head and shoulders above the rest; at least in my eyes.

A new player should have an equal footing against a veteran when it comes down to pure weapons and armour.

The only difference between a veteran and a new player should be actual player knowledge of the games systems and environment.

Vancha
2010-04-21, 08:43 AM
I agree entirely. A BR1 and a BRXX should be on equal footing if they have the same equipment and have the fight decided purely by skill (and luck to some extent too, I suppose).

Having said that, I also think that there should be more equipment available to experienced players compared to newbies in the form of unlockable items (comparable to the HSR). One of the flaws of planetside was having nothing to do upon reaching BR20 CR5. Merits helped that somewhat, but there wasn't much incentive to collect them beyond bragging rights. I think having things you can unlock that are different, but not more powerful, would be a good addition.

Take weapon mods as an example. Add a scope to your gauss and get closer zoom+increased accuracy at the cost of rate of fire or add an extended clip and get 8 more shots at the cost of accuracy. The idea being that you could change the dynamics of your weapons slightly without making them more powerful.

Would this kind of thing go against your beliefs on equality between newbies and veterans?

DviddLeff
2010-04-21, 11:43 AM
Not for me as long as for every enhancement there is a drawback and/or as long as everyone has the option of upgrades (I think BFBC2 is doing it quite well; MW2 went too far however).

Furret
2010-06-22, 11:08 PM
I haven't seen many problems with attachments in MW2, excluding the omnipresent noob tubes.

Personally, I think the 'bonuses' for reaching a high BR should have absolutely nothing to do with the way your weapon fires. The change in armor color, was in my opinion, the best way to separate the veterans from the nubbies/reserves, without affecting the gameplay in the slightest. Perhaps adding a slight MMO aspect; character customization, where you can get a different helmet, body armor, gloves, boots, or hell, even a different visor color.

Or, if the creators were feeling generous at the time of programming, award a free month of membership to someone achieving the highest BR rank. This would provide an incentive, though I suppose it wouldn't serve as marketing, because it's assumed you need a membership to reach the higher BR ranks

DviddLeff
2010-06-23, 11:56 AM
I would like to see a few changes when it comes to rewards.


BR should be about further versatility.
CR should be a support certification tree which unlike the others is earned through commanding AND cert points.
Merits should unlock attachments to weapons/vehicles, like silencers, smoke launchers; the order of which is decided by the player.

Sifer2
2010-06-25, 01:26 AM
CR probably should not give cert points. Or then you would have everyone fighting to take command even though they really have no interest in being a good leader. CR shouldn't give you anything but the ability to lead better. The idea of being able to send a message to more players over the chat channels was good for example. But should only be reserved for players who are currently holding high ranks in the sequel not anyone that grinded it out for kicks.

As for getter better stats an what not. A straight boost to your character with no draw backs would be bad an kind of ruin Planetside. But I could definitely see more versatile equipment choices. Weaker than noob gear in some respects but stronger in others. Of course while it would be fun the more of this stuff you add the harder it is to balance. But IMO its worth it if it can give people more of a long term character progression since it will make people play it for longer which is good for keeping the game alive.

DviddLeff
2010-06-25, 01:07 PM
No no, CR wouldnt give you cert points, but you have to spend your cert points to access command rank, rather than having it free once you earn it.

Everyone could earn CR1 as they do currently.

Then you would invest the 3 points to earn up to CR3.

Then you invest a further 2 points to earn up to CR5

Furret
2010-06-27, 06:54 PM
That's assuming you have to earn the CR rank first, then invest the certs in actually gaining the benefits of the rank?
People shouldn't be able to join the game as a CR5 just because they feel like wasting certs

DviddLeff
2010-06-28, 11:41 AM
Exactly; everyone earns up to CR1 as they do now, then if you want to get to CR2 or 3 then you need to pay 3 certs, but you then only get the perks of CR2 or 3 once you have earned them.

Same for CR4 and 5, requiring a further 2 point investment.

Furret
2010-06-29, 01:17 PM
Yeah, I was also thinking of a cert branch of vehicles that required a command rank.

Something like an AMS, except for it increases the abilities of a commander near the vehicle

*gets notebook*

Right. Perhaps, when you deploy this vehicle (CEV for Command Enhancement Vehicle) it gives you a map, with a bunch of different options on it. One, a map that has different shading depending on friendly concentration and enemy concentration. Also, a map that shows terrain (forgot what the real name is topographical?) that you can draw on to test out battle plans.

Something like that, to make commanding more than just grinding your CEP and OSing people. Where you have to invest certifications not only in rank, but to be able to call in the OS's, or chat globally.

DviddLeff
2010-06-29, 05:02 PM
Something like this:

http://sites.google.com/site/planetsideupgradeproject/_/rsrc/1277758113418/phase-2/command-overhaul/CAMS.jpg?height=309&width=400

The Command Vehicle is a vehicle that has sacrificed one of its medium weapon slots (see my vehicle hard point system (http://sites.google.com/site/planetsideupgradeproject/phase-3/vehicle-hardpoint-system)) to equip a Command Uplink. From within the vehicle the Commander can assign missions to his platoon or squad, use his CUD, request reinforcements and send general orders to his troops.

If the commander is using a Command AMS he can also control Camera Drones from the Command Vehicle to get an overview of the battlefield and direct his platoon using RTS style controls.

The vehicle Command Uplink can only be used by a leader with a command rank of 3 or above, while the Command AMS itself is availble for an additional certification point for commanders.

Furret
2010-06-29, 08:50 PM
I really like the idea of incorporating a lot of different game types into planetside 2. The FPS portion is obvious, and an RTS 'mode' could easily be incorporated for commanders telling their units where to go. RPG i suppose could be NTU driving to refill bases that are in use. Pretty much, the more you offer the more people are gonna play

Tikuto
2011-01-27, 02:01 PM
I really like the idea of incorporating a lot of different game types into planetside 2. The FPS portion is obvious, and an RTS 'mode' could easily be incorporated for commanders telling their units where to go.

Everyone wants to be in the thick of battle. Being an NTU carrier is an incredibly boring responsibility. You can immediately understand that all "RPG" gametype roles will be no better.

Ways to make NTU running more exciting is to have it take from enemy's silos and be an aerial vehicle. All supportive "RPG" gametypes need to be responsive and be not boring-slow.

Raymac
2011-01-27, 02:18 PM
Everyone wants to be in the thick of battle. Being an NTU carrier is an incredibly boring responsibility. You can immediately understand that all "RPG" gametype roles will be no better.

Ways to make NTU running more exciting is to have it take from enemy's silos and be an aerial vehicle. All supportive "RPG" gametypes need to be responsive and be not boring-slow.

I'm going to disagree with you a little bit. There were alot of times when making an ANT run was incredibly fun. For example, it's a large battle and resources are running low, and you have to charge an ANT and drive back to the base, totally unarmed mind you, and survive without being seen by the enemy. Dodging reaver rockets, and tank shells while manuevering through the trees could get real instense. Then if you make it, you are the big hero, especially if the NTUs were at 10%.

It was a good change of pace from time to time.

Raymac
2011-01-27, 02:29 PM
As far as the OP, I kinda feel that if it's not broken, don't fix it. When it was CR5, BR25 max, the system worked great. It struck a real nice balance of veteran players having more options, but new players still being able to hold their own.

The problem of running out of that 'ding' leveling achievement feeling once you reached max BR could be solved relatively easily. In Call of Duty, you can Prestige which basically means you get a neat logo, but all your experience points are wiped back to 0 and you need to level up all over again. To add more incentive, you could unlock more Saved Loadouts for when you gear up. It works great in Call of Duty and really adds to the longevity of leveling.

Peacemaker
2011-01-28, 01:20 AM
I would heartedly agree about most everything here.

BR Should only allow you to use more equipment
CR Should be limited, Not just for OS's anymore plz
Skill should have everything to do with how good you are

I do hope however some sort of Economy system is implimented into the game, for things such as Better medpacks, Upgraded Backpacks, Vehicle Upgrades, Small Arms attachments and upgrades, better armor. Similar to implants in that you can only use 2 maybe 3 upgrades (Maybe 2 personal 1 Vehicle) that do VERY specific things. For example, one upgrade Will add a scope and another a silencer to your Gauss rifle. The Scope increases your accuracy but Decreases ROF, the silencer lowers your damage but you no longer shoot tracers, and the sound is decreased. 1 Vehicle upgrade would be + 10% speed - 10% armor on Lightning tanks ONLY. It doesnt do this to all tanks or ground vehicles. Another vehicle example would be the reaver, 20mm cannons are replaced with Dual 35mm chain guns like the liberator but its rockets are removed. Or its cannons are removed for a 2nd set of rocket pods (Twice the salvo but no guns and only 1 reload) Something to keep someone guessing.

These upgrades would be purchased via ingame economy, Money is earned through kills and SEP. Support Experience pays well. Merits give bonus's (5000 kills with guass rifle!!! YEY Heres 20k ingamecreds) Upgrades have either a limited spawn ammount (For example you can only spawn the gauss scope 100 times before you have to buy it again) or a limited time.

Some upgrades are better than others, but dont last as long and cost more. For example, a barrel for the Bolt driver increases its damage by 10% (Resulting in one shot agiles, 2 shot rexo) it is purchased and spawns the upgraded rifle 20 times for you (if you want to choose vanilla Bolt Drivers you still can ofc). But an upgrade that is twice as expensive only increases the Bolt Drivers damage by 12.5% and can only spawn the upgraded rifle 10 times. No stacking is allowed. Stat increases should not increase a stat in infantry combat by anymore than maybe 15% (Exceptions for stuff like hacking speed, # of mines able to be put out, heal speed?)

Vehicles should be a bit different. Upgrades weapons means CONSIDERBLY less ammo (or no defensive weapons, double 150mm Vanguard Cannon reload is WAY slow, 20mm cannon removed, ammo reduced to 2 - 3 magazines) Or considerbly less armor (Reaver with dual 35mm vulcans have less armor than a mossie but are slightly faster than a normal reaver)

This does allow A level 20 BR guy who's been playing too long and too much DOES indeed have an armor / damage / rof / accuracy / extra barrel on the tank / more speed but he also has 1 a disadvantage to that advantage. More firepower should be limited to 175% of stock DPS for instance, and lower hitpoints or ammo or a combination of things.

The cheap low class items should be available to most everyone almost 99% of the time. No one should be so broke they cant afford atleast 1 basic upgrade. More skill or More support or more time = better upgrades.

Hamma
2011-01-28, 09:59 AM
They did a few of those things in APB and it ended up that the higher ranked people were completely overpowered compared to everyone else with their various weapon upgrades. It probably could be done better, but it makes me a bit leery to see this tried in PlanetSide.

Tikuto
2011-01-28, 10:02 AM
No economy. Just can not be arsed with things that distract me from what the game is all about and, plus, PS:1 didn't have an economy. Adding an economy would change the game significantly and just may not be the same 'ideal PlanetSide' we loved.

Progression is an Empire-wide direction, not an individual direction. Economy and upgraded items also means greater imbalances for everyone. Individuals who want to become a role in PlanetSide is their own personal progressive direction.

Economy = more complicated: less simplified.

MgFalcon
2011-01-28, 10:16 AM
I really want to see is better advantages for support classes, i.e. better exp for people to help out fellow soldiers instead of only certing med and repair to heal themselves. Depending one's squad/platoon size the greater the exp for the support roles, leading to more certing of a support classes and more likely to have squad and empire cohesion. I can understand the cert for self-medication on killwhore status, but using group dynamics I feel that having good support exp would result in greater teamwork.

Barbapapa123
2011-01-28, 11:16 AM
I'm for an economic component. Upgrades, customization, and any sort of aquired wealth gives the player the sense of progression other than leveling-up certs.

items or weapon upgrades like a helmet that takes two shots to the head before you die, boots that permanently raises running speed, or a gun that offers no quantum leap in damage output but has a different feel to it(AK-47 vs m16 something like this). The items, devs need to avoid implementing is equipment that statistically boost attributes like HP, armor, accuracy, and ETC...

Bags
2011-01-28, 12:14 PM
I know if they add an economy to PSN I won't be buying. If I wanted an MMO with an economy I'd play WoW.

Economy leads to PVE elements such as NPCs. PS does not need NPCs.

Barbapapa123
2011-01-28, 12:48 PM
not true, an economy could take many forms and it is possible to have no PVE or NPCs.
one way is equating actions such as taking out a tank/asst. in taking it out, killing people, and other activities that help achive the objective to points that will act as currency to a hypothetical store. the only problem is balancing the items in the store so that even a bigginer could take on a cr5.

Gogita
2011-01-28, 01:06 PM
No upgrades, please no upgrades.
Everyone should have to possibility to access everything of his or her empire from the moment he or she begins playing like it is right now. Not that you can use everything at the same time, but that, for example right now, no weapon or vehicle is locked for you if you got the cert points for it (with the exception of BFR's, don't like BFR's).
One of the beautiful things in Planetside is equal chanced for everyone to kill everyone and that everything depends on skills or teamwork.

One huge problem of the concept of upgrades when making kills is that when someone makes a lot of kills, it gets something that makes him kill people even easier, which again gives him another upgrade and so on. Upgrades give people an advantage and grows exponentially, something that apparently happened in CoD 4 if I have to believe the stories (sentry gun-bomber-helicopter-nuke)

Firefly
2011-01-28, 01:18 PM
Economy? Fuck that. That means GOLD-FARMERS, GOLD-SELLERS, and GOLD-SPAM. Do you really want to get bombarded with broadcasts and tells from some stupid piece of shit in Korea or China screaming "HEY FRIEND U BUY PS GOLD NOW 100CRED = $15" every fifteen fucking seconds? HELL no.

Put an economy in PS:N and I'm not buying. The end.

Krushiev
2011-01-28, 01:30 PM
Economy? Fuck that. That means GOLD-FARMERS, GOLD-SELLERS, and GOLD-SPAM. Do you really want to get bombarded with broadcasts and tells from some stupid piece of shit in Korea or China screaming "HEY FRIEND U BUY PS GOLD NOW 100CRED = $15" every fifteen fucking seconds? HELL no.

Put an economy in PS:N and I'm not buying. The end.

Well said.

An in game economy has no business being in an FPS, whether it's 4 v4, 16 vs 16, or 600 vs 600... If there are any upgrades, it should be unlocked. PS did it well enough.

Other than that, skill, and teamwork (and maybe a nice internet connection) should determine the men from the boys. Not an item shop, not in game creds, and definitely not the availability of farmed creds / gold / whatever.

Hamma
2011-01-28, 02:34 PM
I don't think an "economy" necessarily means the standard MMO type economy. It could be points you spend, similar to cert points.

Bags
2011-01-28, 02:37 PM
Oh ok, if we just rename it something else it's all good right? An economy by any other name is still an economy and has no place in shooters.

Hamma
2011-01-28, 03:20 PM
Having character points to spend is not an economy, it can't be traded it is your own. An economy relies on production and distribution. Individual character points you spend to upgrade various things is not an economy.

Firefly
2011-01-28, 03:38 PM
We have character points. They're called "Certification Points" and you earn them with levels of battle rank.

Mark my words, ladies and gents. If you put in an economic factor, whether it's gold or plat or NTU-bucks, and you allow it to be traded, there will be little hordes of guys named Wang Chifen and Chen Fuxian sitting in some crappy little cafe in Shandong province in China, getting paid a dollar-fitty to play the game for ten hours a day. And G-d forbid the fuckers ever figure out how to illegally duplicate aforementioned commodities.

LesserShade
2011-01-28, 03:42 PM
I really want to see is better advantages for support classes, i.e. better exp for people to help out fellow soldiers instead of only certing med and repair to heal themselves. Depending one's squad/platoon size the greater the exp for the support roles, leading to more certing of a support classes and more likely to have squad and empire cohesion. I can understand the cert for self-medication on killwhore status, but using group dynamics I feel that having good support exp would result in greater teamwork.
Yeah. Better EXP for support. I agree.

Barbapapa123
2011-01-28, 04:43 PM
Planetside is pretty straightforward. It's fun, the only real MMOFPS, and it covers everything it needs pretty well(except a balancing issues).


One big real problem is a long lasting incentive to continue, this is the problem with a streamlined planetside. I know, I know, having fun is all the incentive we need right? Just imagine guarding a hack for 15 mins, while the rest are going off to attack another base, driving ants across the map, or any other support roles that give you what a few BEPs and progress to some badge you could put on your chest? Yes, having a pivotal role or even a small role to help your empire is deeply gratifying, but I feel that these people who patiently wait in the control room, drive an ANT or AMS, or even repair your vechs should be rewarded.


my Idea of an economy in this scenario is having a form currency gained by doing any productive activity in the game(repairing, refilling silos, defending/attacking...and everything in between). From these points gained one could purchase a variety of totally unnecessary customizations like stickers/decals (make your own even) on you vechs, badass looking model of armor(no effect in attributes), different sights for a particular weapon. You can get as much points as you can; the only problem is SOE needs to release content periodically along with what kind of content they produce.


Think about it certs are gained with what? cert points. In this situation cert points are currency you use to gain certs. Once you get to Br40 and Cr5(which doesn't take that much), you stop gaining Bep and Cep and become the ultra Medic/Engineer/Assault/Support/Pilot with OS to boot. Other than the occasional OS that turned the battle that produces the “holy shit” moment, the feeling of progression stops and you say to yourself “hey let’s try to be NC for a month” and the whole cycle repeats.


Look at WOW it came out just a year after PS, other than a huge following blizzard gets from their other IP’s, constant media advertisements, and unrelenting dev support, it’s basically a process of getting through tiers of gear and being the uber specialist through that gear. The whole incentive for going in a instance is getting that gear (which takes a long, long time.) other than the community this compels the person to get that gear and become stronger.


Another Heavy MMO EVE, it succeeds with its highly developed Economic systems, everything revolves around money, something that could be gained and lost, people take ages to build up and save money to buy giant space craft and other components, this is really never ending progression, it’s an MMO where you can’t ultimately win and yet when you have everything you could lose it, providing Endless progression from rags to riches over and over again.


Now the type of equipment in Wow or EVE is nothing like anything I want to see in planeside, but I want a longer sense of progression through any other means(it could be something SOE could miraculously come up with that’s not a point/economic system). If a simple economic system where mundane aesthetical or even game changing (if balanced) augmentations to one’s character could provide that sense of progression, I’ll play it forever along with the occasional expansion.


again currency or items are not transferable you CANNOT TRADE

I really don’t expect anything from SOE but a revamp of the Life changing game which I am happy to subscribe to.

Be gentle I'm new here. just joined a few hours ago :3

Peacemaker
2011-01-28, 06:17 PM
Hamma speaks the truth. The points received could only be used for your self. You could not trade points, or the things you can buy with them. If it was implimented a level 1 upgrade could be accessed by everyone, for say 10kills worth of "Points" These upgrades are very basic, they could add a scope to your rifle, or increase its damage by 5% EVERYONE could get these all the time. Getting a level 2 upgrade that does 7.5% Damage would cost 10 times more. ( and has half the usage time / rate / ammount of spawns) Still easy to obtain, in a day or two of good gameplay. A level 3 would be say 250, 4 500, and 750 for a level 5. It needs more balance in my idea, but it would be feasible.

Hamma
2011-01-28, 08:48 PM
I don't mind a character based points system to buy things individually, but I am not so sure I would want them to involve actual upgrades to weapons. As I mentioned APB had this and it made things extremely unbalanced.

So I guess in the end I'm not to sure what it would be used for. I certainly do NOT want what Firefly mentioned. Putting an actual economy in the game would be a bad idea.

Sirisian
2011-01-28, 10:04 PM
I felt I can get into battle no problem though the Suppressor isnt particularly a weapon of choice; players barely use it.
Little known fact, but the suppressor was better than VS Pulsar. (My friend and I proved it to ourselves by fighting at 20 meters away and switching back and forth. The small COF is such a huge advantage. Depends on the range your fight at though). I used the suppressor as a main weapon for a long time in the game usually along with a sniper.

Firefly
2011-01-28, 10:07 PM
Little known fact, but the suppressor was better than VS Pulsar. (My friend and I proved it to ourselves by fighting at 20 meters away and switching back and forth. The small COF is such a huge advantage). I used the suppressor as a main weapon for a long time in the game usually along with a sniper.
My outfit used to run what we called Pajama Parties - we'd fill at least two squads up, usually a third, and we'd run in Standard Armour and carry Suppressors, a few people would take a Punisher for the grenade launcher. We took down a few tanks and a few Reavers, just footzerging. With a little teamwork, anything is really good. But I agree with you in principle, Suppressor wasn't that bad - actually a decent weapon.