View Full Version : Capturing Bases
Doctor Digit
2011-11-07, 11:39 AM
So how do ya'll think the capturing of bases will work? I recall reading a few comments that thought the old PS time-based system probably wouldn't be the best for the assumed faster pace of game play. So are you for them keeping the old PS time-based capturing system or a new way to capture the bases? I am somewhat partial to a system of capture and progress, for example: You are required to first take take down the generators that power the gate shields to allow your armor to push in. Secondly there are multiple points in the base that must be destroyed or hacked in order to start the conversion process from the enemies empire, to yours. Finally you must hold each of the points for a specific amount of time (say 5 minutes) then the base would become yours. It's just a rough idea, but curious on what ya'll think would be the best system.
I think the time based hacks are still the general idea as far as I have read.
The only difference being that this time you can own territories surrounding a facility the more territories you own the faster you can capture a base.
Big J Money
2011-11-07, 03:09 PM
DD, yeah I love the FPSes that had mission objectives (ala Enemy Territory). Those are summa favorite games.
However, I kinda doubt that's going to happen because I've only ever heard Higby reference COD or Battlefield as their design influences so far. IMHO Battlefield's point capture system is (while admittedly still fun) a bit dated compared to newer games, and starting to get stale.
Ultimately, I'd just like to see some variety from base to base. It would be much appreciated if there were at least one variant out there that represented the PS1 base captcha type.
But, unless I'm mistaken, did I read somewhere that hackers are no more....?
Doctor Digit
2011-11-07, 03:22 PM
Oh, interesting! I thought they had some sort of hackers left. Though I'm not opposed to the time based system at all. With their implementation of their mission system I could see that being used to an extent with bases. Say the Vanu are assaulting a base and they get a mission to destroy a generator, then the defending faction would get a mission that makes them defend said generator. If the assaulting faction destroys it it'll give them a boost in resources and help progress the capturing time slightly. That sort of stuff.
Big J Money
2011-11-07, 04:34 PM
Yeah, even if that stuff isn't all required to cap a base (could be side missions) just having all those mission choices on your "mission wheel" or "mission list" or whatever will make it more interesting.
I'm not 100% about the hackers. I need to find where I read that. I hope I misread, because hackers were one of the coolest things about PS o.O
EASyEightyEight
2011-11-07, 05:12 PM
Not that we shouldn't expect them, but is there any confirmation there will be generators? I don't expect them to be fight enders this time around if they are in PS2. Spawning in with your gear makes a huge difference, though that's only if we can still spawn inside an unpowered base.
Trolltaxi
2011-11-07, 05:22 PM
We know we will have facilities (bases) and the terrain, all hand made for our gaming pleasure.... We know about the hexa-based territory system, and some hinted a base may have a 'SOI' - but this time it works with the resources (so if you conquer a base, you will have multiple hexas sending resources to your empire).
But what will be the key points to hold when it is not a base? A tower? A bridgehead? A ridge? A plateu? Ruins? How do you conquer the territory between the bases? Remember the WH40K intro when a squad of space marines supported by a dreadnaught fought against a small horde of greenskins - for a small peak of a hill? Shall we place flags too? There simply cannot be 6 towers around each base...
EASyEightyEight
2011-11-07, 05:47 PM
We know we will have facilities (bases) and the terrain, all hand made for our gaming pleasure.... We know about the hexa-based territory system, and some hinted a base may have a 'SOI' - but this time it works with the resources (so if you conquer a base, you will have multiple hexas sending resources to your empire).
But what will be the key points to hold when it is not a base? A tower? A bridgehead? A ridge? A plateu? Ruins? How do you conquer the territory between the bases? Remember the WH40K intro when a squad of space marines supported by a dreadnaught fought against a small horde of greenskins - for a small peak of a hill? Shall we place flags too? There simply cannot be 6 towers around each base...
I do believe there will be bunkers that can be captured. Probably just quick little 1-3 room underground installations that serve no combat advantage like a tower would. Hell, I think we can capture some territories just having enough of a presence in them (I figure 100 TR marching over an area unopposed kind of makes it theirs.)
Talek Krell
2011-11-07, 05:56 PM
They've specified you can capture some territory without leaving a vehicle, so in some cases it might be as simple as a flag or a few sandbag barriers.
Tapman
2011-11-07, 06:23 PM
Time-based capturing of facilities makes sense, the lesson learned from Planetside is that they need to be scaled properly. I would imagine that several items will come into play, the perimeter control around the base being the first step. Surrounding a base and maintaining a perimeter on the ground and in the air should scale the time a set amount but the average distance to the actual front between the factions involved should have a larger effect.
I would like to see the other items in the form of facility infrastructures that can be compromised in various ways but not so heavily reliant on single events. Blowing a generator in Planetside meant you killed the fight and moved the zerg to the next base, it was too simple of a scenario and made it tiresome on either end. A large facility would feasibly be using more than one generator anyway, or at least have a back-up that will keep the most basic services online. Infiltrators who like to sabotage shouldn't be able to bring down a base in one fell swoop, there should be several weak points in each system in a facility to reward coordinated strikes and quick defensive response. The strength of each overall system should determine the functions of the facility from an early warning alarm system to the time it takes to be captured. You should also have the ability to sabotage in more ways than just blowing up a generator, hacking into their system and shutting them down or causing a malfunction that will result in self-destruction if the computer isn't rehacked quickly will keep attackers and defenders of all kinds busy, especially if we still get booby traps!
Base fights could make or break this game, spreading the fight out to give each square foot of a facility value instead of placing most of it on one generator, one CC, and one spawn room will keep latency lower and keep the pace of battle higher while maintaining the experience of contributing to the battle/war. The overall map and perimeter definitely should affect the base capture on a macro level but there is too much potential on the micro side to overlook given the enormity of the facilities we have seen thus far.
SKYeXile
2011-11-07, 06:33 PM
This was something i was accutally going to post about, it was a discussion we were having on one of our guild forums turn vent. It offcourse revloves around the "casual smacktard" who plays trash like MW3 because they have the attention span of gold fish and when i was explaining the multiple methods of taking a base in PS, others beleive it wont work for a mainstream auduince, wihtout going into details..but the ovious methods are:
gen
tube
seige/drain
Ultimatly all leading to hack/hold, LLU or in the case of tech and AMP, hack and batttle away for 15 min until the base flips.
anyway i hope they dont compromise the different tactics to taking a base IN PS2 just because they want to make it simpler for the retards.
there willbe the mission system, if CR's call for a gen blown to take a base, then can get a popup directing them to it...hopfully until then they can stay the hell away from it.
GuyFawkes
2011-11-07, 06:42 PM
agree with the above , this game should be reteaching the mainstream to up their game to suit, not dumb down the concept to suit the mainstream.
Raymac
2011-11-07, 06:50 PM
agree with the above , this game should be reteaching the mainstream to up their game to suit, not dumb down the concept to suit the mainstream.
I thought you would suggest that the capture system would entail occupying the bases with tents, signs, drums, and a vague message of dissatisfaction. ;)
Brusi
2011-11-07, 06:55 PM
A large facility would feasibly be using more than one generator anyway, or at least have a back-up that will keep the most basic services online.
I kind of had an assumption based on the size of the bases and the statement that a base would be multiple hexes, that it was entirely possible that there would be multiple generators throught a base.
From that big base pic showing off the mosquito, you can see that there are multiple courtyards, each with their own protective dome and gate shields.
I would bet your mothers life that taking a base will be much more involved than in Planetside, and it will take some serious coordination to drop all available enemy spawn points at once.
Would love to see more objectives than the current ones mentioned by SKYeXile...
SKYeXile
2011-11-07, 11:22 PM
I kind of had an assumption based on the size of the bases and the statement that a base would be multiple hexes, that it was entirely possible that there would be multiple generators throught a base.
From that big base pic showing off the mosquito, you can see that there are multiple courtyards, each with their own protective dome and gate shields.
I would bet your mothers life that taking a base will be much more involved than in Planetside, and it will take some serious coordination to drop all available enemy spawn points at once.
Would love to see more objectives than the current ones mentioned by SKYeXile...
As would I, but my cornern was more they might just have a pair MCOM stratiosn that needs a C4 charge strapped to it for 30seconds before moving onto the next pair of MCOM Stations.
Brusi
2011-11-07, 11:32 PM
um, because... battlefield
Raka Maru
2011-11-08, 03:22 AM
Oh, interesting! I thought they had some sort of hackers left. Though I'm not opposed to the time based system at all. With their implementation of their mission system I could see that being used to an extent with bases. Say the Vanu are assaulting a base and they get a mission to destroy a generator, then the defending faction would get a mission that makes them defend said generator. If the assaulting faction destroys it it'll give them a boost in resources and help progress the capturing time slightly. That sort of stuff.
I read that the hackers (infiltraitors) will not be be able to jack vehicles, thus they still exist. What their specific rolls will be in PS2 will still have to be seen.
GuyFawkes
2011-11-08, 04:28 AM
I thought you would suggest that the capture system would entail occupying the bases with tents, signs, drums, and a vague message of dissatisfaction. ;)
in an ideal world this would be true, but I'm bringing my thoughts up to speed to engage in the 25th century . democracy is still overrated though:eek:
Rivenshield
2011-11-13, 06:27 PM
I read that the hackers (infiltraitors) will not be be able to jack vehicles
One hopes an infil could still jack the veh term and pull his own Empire's vehicles out of it. That was always an adrenaline-inducing feat -- for the infiltrator and his enemies. Anything that takes adrenaline *out* of the game is a net loss.
Jendo
2011-11-14, 03:44 PM
I'm fine with the way it is now. The generators were made to cripple a base to make it easier to capture but is not necessary.
1. Siege the tower at the base.
2. Siege the outer walls and the courtyard.
3. Siege the corridors and keep them under control.
4. Either head for the control room and defend it or either:
5. Destroy the generator room.
6. Destroy the respawning tubes, war gear, vehicle and air terminals.
7. Patrol the area until safe, then leave for the next base.
Rinse and repeat for most of the base capturing, its fine the way it is really, I liked how it was not easy to capture towers and bases, it was long enough to give a challenge to make it more enjoyable.
They could also fix the tower capturing, we all know it took about 30 minutes to capture them with people camping the stairs, they cant get out but you cant get in :P
SgtMAD
2011-11-14, 06:01 PM
I'm fine with the way it is now. The generators were made to cripple a base to make it easier to capture but is not necessary.
1. Siege the tower at the base.
2. Siege the outer walls and the courtyard.
3. Siege the corridors and keep them under control.
4. Either head for the control room and defend it or either:
5. Destroy the generator room.
6. Destroy the respawning tubes, war gear, vehicle and air terminals.
7. Patrol the area until safe, then leave for the next base.
Rinse and repeat for most of the base capturing, its fine the way it is really, I liked how it was not easy to capture towers and bases, it was long enough to give a challenge to make it more enjoyable.
They could also fix the tower capturing, we all know it took about 30 minutes to capture them with people camping the stairs, they cant get out but you cant get in :P
its no goddamn wonder most of you couldn't take a base if your life depended on it.
and the idea that taking a tower would drag on for 30 minutes is comical,hell Cijid would have a router pad in the tower spawn tubes long before that LOL
that first day we pulled that crap at the dagda tower was hilarious,so many hacker tells,the VS all swore that there were NC spawning out of their tubes
Talek Krell
2011-11-14, 10:45 PM
Cijid would have a router pad in the tower spawn tubes long before thatYou can do that? :huh:
That's awesome!
HELLFISH88
2011-11-14, 10:57 PM
You know what would help fix the Gen dropping problem?
Automated spitfire turret's defending the Gen room. It's not going to stop a dedicated assault but it will certainly be a deterrent to 1 cloaker or squad dropping gen's left and right
krnasaur
2011-11-15, 12:23 AM
By looking at the scale of the bases from the pics we got, if it was simpler than PS1 to cap a base I will be VERY disappointed.
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