View Full Version : More Infos from RPS
basti
2011-07-08, 10:47 AM
http://www.rockpapershotgun.com/2011/07/08/the-return-to-auraxis-planetside-2/
Read, enjoy, love. :>
good read
Other changes we’ve picked out from the release; “seaborne combat” is an innovation and something that an FPS has never featured, especially not on Planetside’s scale. Though the setting of Auraxis hasn’t changed, the description of “open fields, tightly-packed urban centres” is also a shift from the locations we’ve seen before.
That is something that would be interesting to say the least!!
Firefly
2011-07-08, 10:59 AM
Nice read, thanks for the find. I'd have to disagree about seaborne combat, though. I think. I seem to recall a few BF1942 maps where you could ride around in a ship or a sub and pew-pew the guns or bow-woosh some torpedoes. Does this ring a bell with anyone?
basti
2011-07-08, 11:00 AM
It does, and i agree it wasnt that good. But PS as a different game after all, set far in the future. There wont be torpedos, there will be Lazors! :D
Firefly
2011-07-08, 11:03 AM
"incorporating flight mechanics to make flying much more realistic"
Win.
well technicaly Vanu had lasers.. TR had machine guns and NC had Shotguns
but i do rember that map in BF 1942 - that was a long time ago now i forgot the name of it
Battle of Brittan was one Air / sea and there was another one that just had both a aircraft carrier on it or something?
But Basti is right the game itself is different so surely there may be room for it personally i cant wait to see the fights in this from Land or even sea (maby)
The systems that we have now should make the game look even more shiny !
well technicaly Vanu had lasers.. TR had machine guns and NC had Shotguns
but i do rember that map in BF 1942 - that was a long time ago now i forgot the name of it
Battle of Brittan was one Air / sea and there was another one that just had both a aircraft carrier on it or something?
But Basti is right the game itself is different so surely there may be room for it personally i cant wait to see the fights in this from Land or even sea (maby)
The systems that we have now should make the game look even more shiny !
I hope it doesn't bring systems to their knees like the previous one did due to all the players being in one area aka Red alert interlink base. With the announcement of Phsyx and heavy Nvidia support I will likely jump ship from ATI to Nvidia's next gen Kepler as I do not want full support+max performance.
I played 1942 here and there. I remember there being steerable destroyers (not sure if the aircraft carrier could), and I remember shelling the shit out of beach heads with the guns as well.
Acutaly yea i rember that as well LAN partys were good fun all of a sudden
The Gfx engine did indeed scream at you if RED ALERT bases i seem to rember having massive issues in the crater on searus for some reason that place lagged me into the floor
Cyssor Bridge was also a bit laggy probaly due to the massive open space i loved bridge fight battles though :( cant win them all eh haha
bjorntju1
2011-07-08, 11:14 AM
So this is how the ''sanctuaries'' are going to work:
One large change followed on what Higby describes as Planetside’s number one lesson; “get people into the action quicker.” Because of this each factions’ sanctuaries are gone, and with them the Hart shuttle. Instead, each continent has an uncapturable foothold for each faction. To also aid with, and to tie into the missions system, players can also choose to auto-squad with nearby groups, and spawn on their squad – though this latter doesn’t work under every circumstance, to give defenders a chance, it’s one of many elements that should improve the new player experience.
Brokinarrow
2011-07-08, 11:14 AM
I hope it doesn't bring systems to their knees like the previous one did due to all the players being in one area aka Red alert interlink base. With the announcement of Phsyx and heavy Nvidia support I will likely jump ship from ATI to Nvidia's next gen Kepler as I do not want full support+max performance.
I played 1942 here and there. I remember there being steerable destroyers (not sure if the aircraft carrier could), and I remember shelling the shit out of beach heads with the guns as well.
Yeah, depending on how they do the continents this time around, some naval vehicles could be interesting. Troop landers, gun boats, maybe an aircraft carrier type thing that can repair the flyers?
Lunarchild
2011-07-08, 11:15 AM
Now, the most important question remains unanswered: When can we play (beta) it?
Firefly
2011-07-08, 11:16 AM
So this is how the ''sanctuaries'' are going to work:
One large change followed on what Higby describes as Planetside’s number one lesson; “get people into the action quicker.” Because of this each factions’ sanctuaries are gone, and with them the Hart shuttle. Instead, each continent has an uncapturable foothold for each faction. To also aid with, and to tie into the missions system, players can also choose to auto-squad with nearby groups, and spawn on their squad – though this latter doesn’t work under every circumstance, to give defenders a chance, it’s one of many elements that should improve the new player experience.
Great. This means base-camping.
Fucking lame. The silver lining just melted off the cloud.
Lunarchild
2011-07-08, 11:19 AM
Great. This means base-camping.
Fucking lame. The silver lining just melted off the cloud.
Well, if it has a force dome, it shouldn't be that bad...
Firefly
2011-07-08, 11:23 AM
Well, if it has a force dome, it shouldn't be that bad...
Right. I'm guessing you've never seen massive camps of warpgates where virtually nothing survived outside the bubble.
I'd prefer if Sanctuaries stayed. They were good areas for staging and preparing for a raid or invasion. They were good areas for testing stuff out before taking it into combat. I learned to fly in Sanctuary, I got the hang of different vehicular mechanics in Sanctuary. I staged operation form-up points in Sanctuary. That's a decent-sized area of terrain that was inviolable and couldn't really be camped - three gates leading out, HART, instant action could all make that relatively irrelevant (because honestly, how long did Sanc locks last, when and *IF* they happened at all?).
basti
2011-07-08, 11:25 AM
I agree with FF, sancs all the way.
Untakeable bases on every continent completly screws with the continent assault element. On the other hand, we didnt see a screenshot of the map yet, means who knows WHERE exactly those bases actually are.
In any way, global domination will propably be even more impossible now. :/
was more intrested in the custom design of outfits and other things Also if anyone has any links for any info on the Engine that was mentiond i cant seem to find anything decent!
basti
2011-07-08, 11:36 AM
Its an inhouse engine, created by SOE for MMOFPS games, means Planetside 2 to be specific.
Idk about the foothold. A force dome could definitely be camped. If they wanted to make this work I would say something like a shoreline with huge battleships parked a little out into the ocean. As you start to push towards a foothold, artillery from the ships will start to hit you. For example maybe it starts at 1.5 km from the shore. At first it's not enough to wipe out your whole squad it's really just mild suppression, making it harder to advance. Then as you get closer it scales up to 100 percent unsurvivable from about a half kilometer from shore.
Canaris
2011-07-08, 11:48 AM
Well all of you asking for naval combat should have big cheesy grins on now, seems SoE has heard you,
I'm going to reserver judgement on the features that have been described until we get some more info on them, great to hear they've added a much larger selection of customisation for all aspects, getting even more stoked by the minute with all the info releases
Vancha
2011-07-08, 11:49 AM
Opening up continents is dead in PS2. Also, speeding up the combat sounds dubious. I'm worried they'll turn my bolt driver into a CoD sniper.
Lunarchild
2011-07-08, 11:52 AM
Right. I'm guessing you've never seen massive camps of warpgates where virtually nothing survived outside the bubble.
I'd prefer if Sanctuaries stayed. They were good areas for staging and preparing for a raid or invasion. They were good areas for testing stuff out before taking it into combat. I learned to fly in Sanctuary, I got the hang of different vehicular mechanics in Sanctuary. I staged operation form-up points in Sanctuary. That's a decent-sized area of terrain that was inviolable and couldn't really be camped - three gates leading out, HART, instant action could all make that relatively irrelevant (because honestly, how long did Sanc locks last, when and *IF* they happened at all?).
So, let me get this straight. If they:
Have VR training areas in some form
Make these uncapturable areas big enough to be fully capable staging areas for raids and invasions, or have a decent size preparation area somehwere
Ensure in some way or other that these areas cannot be camped
Have multiple exits to each of these areas
Make these areas "safe zones"
You'd have no issue with them?
Manitou
2011-07-08, 11:53 AM
I actually prefer not having the Sanctuary or the HART. I also like the addition of squad-spawn. I am very curious how this will play out in the scheme of the game.
Diddy Mao
2011-07-08, 11:59 AM
If you're worried about base camping they're supposedly on every continent if anything they might have connectivity between your bases (Hopefully)
Im also wondering about the Orbital Strike - Yes I know theres more important things at play here but the dam things a pest think everyone and there mum has one now and AMS or towers arent the same anymore :P
that being said with all that I wonder if Command Ranks will be there also along with the old faves of Boomers and Spitfire turrets and the grind of CR 1 - CR5
Firefly
2011-07-08, 12:08 PM
So, let me get this straight. If they:
Have VR training areas in some form
Make these uncapturable areas big enough to be fully capable staging areas for raids and invasions, or have a decent size preparation area somehwere
Ensure in some way or other that these areas cannot be camped
Have multiple exits to each of these areas
Make these areas "safe zones"
You'd have no issue with them?
I'd have no issue with it if it was a Sanctuary. An unconquerable sector on a continent doesn't lead me to believe that it's anything as safe as a Sanctuary. It just means it's a chokepoint for enemy forces to sit outside and wait.
Lunarchild
2011-07-08, 12:17 PM
I'd have no issue with it if it was a Sanctuary. An unconquerable sector on a continent doesn't lead me to believe that it's anything as safe as a Sanctuary. It just means it's a chokepoint for enemy forces to sit outside and wait.
Well, I personally doubt they'll make it so that the enemy can even reach inside this "base". They also have not said how large the base actually is (might even differ per continent). And I personally hope they'll have a force dome with indestructible gun turrets placed outside... Or something along those lines :)
Firefly
2011-07-08, 12:23 PM
I'm not sure, but I think you're missing my point. I'm not concerned about them glitching/exploiting or even legitimately being able to get *INSIDE* these uncapturable locations.
I'm concerned about bottlenecking at chokepoints around the OUTSIDE of these uncapturable places. Just because a place is an impregnable fortress does not mean it can't be surrounded and cut off or otherwise camped.
Yes there may be one on each continent but how the fuck does that help? I envision this: "Oh, they're blockading our base on Forseral, which is where we need to be. Let's all recall to Sanc and... oh wait. Recall to Oshur and... oh wait, we'll have to pass through six different continents to get to Forseral."
On the other hand it also promotes a little more than fight-die-respawn tactics for assaults. "Okay, in order to capture this continent except for this place that nobody can get inside [thereby eliminating the concept of locked continents and focussed fighting], we need the zerg to camp their uncapturable fortress whilst the organised outfits and alliances hit strategic points to capture resources, and once we've got them tied up, our Mossie bailures can fly around and quickly cap bases."
Sifer2
2011-07-08, 12:54 PM
I'm sure the footholds an squad spawn mechanics will get a good test in the Beta. An if they suck hopefully SOE listens an fixes it. What worries me here is that its clear reading this that they really believe the biggest flaw with Planetside was it being too slow. Which I don't think it was. I think it was lack of permanence or at least the lack of a feeling of progression. Having uncapturable footholds just makes your victories feel that much less permanent on a continent. Since the minute you stop camping it they will just cap a base again.
Personally I like the Sanctuary concept an I think they would be foolish to ditch it entirely. Since VR training was a good idea. Giving players a place to talk an form up is also good. Maybe the footholds will provide this we will see. In any case most everything else sounds awesome. I love the idea of player generated missions that is gonna rock if done right.
Firefly
2011-07-08, 01:13 PM
I'm sure the footholds an squad spawn mechanics will get a good test in the Beta. An if they suck hopefully SOE listens an fixes it.
If they aren't even planning to develop Sanctuaries, there won't be any "Oh shit we fucked up" fall-back code files they can just port in, *UNLESS* they can easily port stuff between PS and PS2. My fear, like you said, is that they won't fix it when it blows up in their face. My fear is that okay, so maybe they WILL, but it takes for-fucking-ever because they didn't prepare a back-up plan.
What worries me here is that its clear reading this that they really believe the biggest flaw with Planetside was it being too slow. Which I don't think it was. I think it was lack of permanence or at least the lack of a feeling of progression. Having uncapturable footholds just makes your victories feel that much less permanent on a continent. Since the minute you stop camping it they will just cap a base again.
A continent lock added a layer of metagame finality. When we locked a continent, I always felt a sense of accomplishment. Like, "That's done for the next hour or so". I mean, in the back of my mind I'd try to keep an eye on checking acquired turf every now and then in case someone didn't get the memo and was trying to unravel what we'd taken. But with a permanent foothold on every continent, it just feels like nothing will EVER be safe and it'll just be widespread mayhem all over the goddamn place, all the time. Meaning one giant run-and-gun frag-fest, instead of the military feel that Planetside had.
2coolforu
2011-07-08, 01:26 PM
IMHO Firefly hit it right on the head, the whole point of Planetside was to have that fricking epic struggle to get the enemy off your cont. Or to hold onto that last base because those goddamn smurfs weren't sending you back to your sanc DAMMIT.
The whole camaraderie was built around that great feeling you got when you got that cont, then you either went elsewhere and logged off with that sense you had won the battle, if the enemies have constant uber footholds on all of your conts then how will there ever be a front line? there's no line such as the links from sanc, then the links from home conts. Those variables set the frontlines in planetside especially in the era before Broadcast warpgates, without that I see my interest dropping.
However, even if there is an uncapturable area for every empire on all continents, they haven't said if it is always accesible. I mean if one empire captures a continent the other two might decide to "pull out" making their "sanctuaries" inaccesible until they have recaptured some other gateway to the same continent. In that case one doesnät need to worry that all the continents may be retaken at any time.
However agree with your problem of having the enemy waiting outside the "sanc" Firefly. Hopefulle these bases will be set so that there are multiple approaches to get a foothold of the continent making it impossible for the enemy to just sit and wait.
BorisBlade
2011-07-08, 07:36 PM
So they dont want sancs...so they put sancs on every cont....
Makes zero sense. Also why should attackers get a free foothold on a cont? Am i missin somethin? And yeah you could disable this "cont sanc" by capturing everything else thereby bootin em off cont. But then how would you activate it? cap a base? then whats teh point of it then?
Not havin enough details makes it harder to understand, but they shoulda just kept sancs. And this sqaud spawning sucks. Esp if its like other FPS's. If its a one time or every hour or so thing to let ya get to your group fast then ok, thats cool. But shifing from makin us use spawns to givin us spawns that dont go away unless you kill every squad member within seconds of each other, is terribad.
Vancha
2011-07-08, 07:42 PM
Im also wondering about the Orbital Strike - Yes I know theres more important things at play here but the dam things a pest think everyone and there mum has one now and AMS or towers arent the same anymore :P
Orbital strikes will be in Planetside 2. Hopefully they'll figure out a way to keep the number down as the game ages...
Orbital strikes will be in Planetside 2. Hopefully they'll figure out a way to keep the number down as the game ages...
Link? With the options with the mission leading concerning squads/outfits and the entire empire sounded like the CR system got thrown out. OS may not depend on CR, but I figure not every SL will be able to do this.
CutterJohn
2011-07-08, 08:51 PM
Link? With the options with the mission leading concerning squads/outfits and the entire empire sounded like the CR system got thrown out. OS may not depend on CR, but I figure not every SL will be able to do this.
They said squad benefits required cert points. Might be command tools like the OS are included in that. Not being freebies anymore would help limit them.
Vancha
2011-07-08, 11:11 PM
Link?
http://www.planetside-universe.com/forums/girchat.php
Best I can do. Hamma confirmed it earlier.
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