Ranik Ortega
2011-07-10, 04:11 PM
I intend for this thread to be a gathering of all relevant statements made by SoE employees as to features of Planetside 2, in a short and concise form for sharing with those who are looking for info or just passerby's on the street ;)
-Projected goal of 1000 people per continent.
-Continents broken down into zones of varying sizes. Each zone affects those nearby for capture purpose.
Base and tower zones have a larger field of influence over map.
-Back hacking a zone or facility is still possible but takes longer. While hacking on the front line where your sphere of influence is adjacent is faster.
-Zones have different resources per area and may change over time.
-Resources are used in the production of custom vehicle load outs and possible other advanced items.
-Class roles with skill tree's. Skill trees enhance many things from unlockable gear to gameplay effects as well as changes in basic action performance (gun is more accurate, faster medic healing etc)
Skill trees are expanded both over time and sped up by gameplay. BR acts as skill tree "Cap" {Possibly similar to old cert system with added ability to spend certs to further specialize in certain tasks}
-Classes with specific purpose and some wiggle room and specialization in each category. Quote: "What you won't have is a dude that looks like a medic rolling around with a rocket launcher, or a light assault dude with a jump jet
who also can use a chaingun. We're offering a lot of cool, divergent gameplay styles that in a completely freeform style system would be way, way too easy to stack and exploit."
-Squad leader based spawning. Depends on several things SL very advanced down the SL skill tree, cooldown timer (IE orbital strikes) , cannot be done indoors (orbital drop pod)
-Outfit specialization tree's. Outfits able to develop and specialize into a particular field of play. Air cav , infantry, armored division, infiltrators etc.
-Towers with "landing feet"
-Outfit buildable bases. (Post - Launch)
-Possible infanty jet pack armor. (Debut trailer: odd looking backpacks and reddit quote about light assault jump jet)
-Vehicles with customizable weaponry.( depending on resources)
-No third person view.
-Vehicles handle very differently depending on size and type.
-Aircraft handle VERY differently depending on type and some or all will require real player skill to use well.
-Urban ruin zones. Grass plain zones.
-Item attachments and add on's unlocked through skill tree. As well as weapon variants. (IE: medium assault rifle with higher damage but lower RoF)
-Auto generated empire missions and Command player created missions to replace instant action as a means of getting people up to speed with where they should be going and what needs doing.
Feel free to post with things I left out and if mods feel like editing my initial post to update it or make it more concise or accurate then by all means please do so.
-Projected goal of 1000 people per continent.
-Continents broken down into zones of varying sizes. Each zone affects those nearby for capture purpose.
Base and tower zones have a larger field of influence over map.
-Back hacking a zone or facility is still possible but takes longer. While hacking on the front line where your sphere of influence is adjacent is faster.
-Zones have different resources per area and may change over time.
-Resources are used in the production of custom vehicle load outs and possible other advanced items.
-Class roles with skill tree's. Skill trees enhance many things from unlockable gear to gameplay effects as well as changes in basic action performance (gun is more accurate, faster medic healing etc)
Skill trees are expanded both over time and sped up by gameplay. BR acts as skill tree "Cap" {Possibly similar to old cert system with added ability to spend certs to further specialize in certain tasks}
-Classes with specific purpose and some wiggle room and specialization in each category. Quote: "What you won't have is a dude that looks like a medic rolling around with a rocket launcher, or a light assault dude with a jump jet
who also can use a chaingun. We're offering a lot of cool, divergent gameplay styles that in a completely freeform style system would be way, way too easy to stack and exploit."
-Squad leader based spawning. Depends on several things SL very advanced down the SL skill tree, cooldown timer (IE orbital strikes) , cannot be done indoors (orbital drop pod)
-Outfit specialization tree's. Outfits able to develop and specialize into a particular field of play. Air cav , infantry, armored division, infiltrators etc.
-Towers with "landing feet"
-Outfit buildable bases. (Post - Launch)
-Possible infanty jet pack armor. (Debut trailer: odd looking backpacks and reddit quote about light assault jump jet)
-Vehicles with customizable weaponry.( depending on resources)
-No third person view.
-Vehicles handle very differently depending on size and type.
-Aircraft handle VERY differently depending on type and some or all will require real player skill to use well.
-Urban ruin zones. Grass plain zones.
-Item attachments and add on's unlocked through skill tree. As well as weapon variants. (IE: medium assault rifle with higher damage but lower RoF)
-Auto generated empire missions and Command player created missions to replace instant action as a means of getting people up to speed with where they should be going and what needs doing.
Feel free to post with things I left out and if mods feel like editing my initial post to update it or make it more concise or accurate then by all means please do so.