View Full Version : PS 2 Missions
Grognard
2012-01-30, 12:53 PM
I did a search above and beyond the one that comes up automatically... and the last post on this subject was 10/19/2011... I think perhaps its time we revisit this intregal part of the game.
I bring this up because a lot of posts, and suggestions, are comming out about leading, and commanding. There is going to be a new paradigm with the size of the targetted population, and we are going to be in one massive factionwide cluster f**k if there is no direction to make things happen in concert.
I simply dont know anything about how its going to manifest itself, so realize that if you are interested in this subject. I think I can, however, ask some reasonable starting questions... Maybe there isnt anything out there yet, but I am damn curious about this subject, especially since the game will be resource-based, and so full of combatants...
1. What kind of missions are given? In essence, how specific are they to location and scope? "Capture this base now...", or more complex? Rewards?
2. Who can give these missions? There is supposed to be a command tree, and that says to me, there will be some deliniation / progression of mission based abilities... Rank one can use a command channel, Rank two can pick a target, rank three can set specific waypoints, rank four can call in an artillery strike (or whatever)...
3. Very importantly, how will it differ from PS1, or will it just be a more formalized / upgraded version of the tools from that game?
Hmr85
2012-01-30, 12:59 PM
There is two topics on the front page already somewhat covering this. They might help you find your answer.
One is here read down it a little ways.
http://www.planetside-universe.com/forums/showthread.php?t=38735&page=2
The 2nd is here. Hope that helps.
http://www.planetside-universe.com/forums/showthread.php?t=38785
To answer your main question nobody at the moment really knows its all up in the air.
Grognard
2012-01-30, 01:03 PM
There is two topics on the front page already somewhat covering this. They might help you find your answer.
One is here read down it a little ways.
http://www.planetside-universe.com/forums/showthread.php?t=38735&page=2
The 2nd is here. Hope that helps.
http://www.planetside-universe.com/forums/showthread.php?t=38785
To answer your main question nobody at the moment really knows its all up in the air.
Ok, checking now, thank you.
DviddLeff
2012-01-30, 01:42 PM
In The9 video we see objectives on the HUD including:
Defend the control console
Protect the SCU (spawn control unit)
Defend the Gate Shield Generator
So right there we see either three separate missions or objectives for a single mission (ie Defend the base as the overall mission).
What I hope to see is both small squad missions and larger platoon missions.
Grognard
2012-01-30, 02:25 PM
In The9 video (http://www.youtube.com/watch?v=nWDkxCGK3i8) we see objectives on the HUD including:
Defend the control console
Protect the SCU (spawn control unit)
Defend the Gate Shield Generator
So right there we see either three separate missions or objectives for a single mission (ie Defend the base as the overall mission).
What I hope to see is both small squad missions and larger platoon missions.
Yeah I like that too, sort of a... "this is our goal, this is your part" kind of thing...
Shogun
2012-01-30, 03:02 PM
i assume (or hope) that the platoon leader can choose an overall platoon mission that splits up for the squadleaders and then for the members. like
platoon:capture base x
squad: disable shield generator courtyard
disable vehicle terminals
disable doorshield generator
hack spawn control unit
ans so on, whatever objectives there may be at that base...
members may then choose from one man objectives regarding the mission your squadleader has chosen.
this way it would always be easy to see who is working on what and what critical objectives are yet unmanned.
DviddLeff
2012-01-30, 04:03 PM
Yeah that's what I am hoping, with squad leaders even able to allocate individual tasks to players potentially, preferably with some kind of context sensitive orders key like in the brothers in arms series.
JDNight
2012-01-31, 01:31 AM
i assume (or hope) that the platoon leader can choose an overall platoon mission that splits up for the squadleaders and then for the members. like
platoon:capture base x
squad: disable shield generator courtyard
disable vehicle terminals
disable doorshield generator
hack spawn control unit
ans so on, whatever objectives there may be at that base...
members may then choose from one man objectives regarding the mission your squadleader has chosen.
this way it would always be easy to see who is working on what and what critical objectives are yet unmanned.
I like this, and not just because Shogun is NC;) This way players can pick their objective based on their skills. ie... a Hacker could chose to hack the spawn control unit.
super pretendo
2012-01-31, 02:03 AM
So is it only platoons, not same empire players that you are ungrouped with as well? That's lame, you can just self-organize with your own platoon, you don't need missions...
Hmr85
2012-01-31, 07:38 AM
This is how I would like to see missions setup as. I just copied and pasted this from another thread.
No, not really, I can think of a few times when my outfit was running 2 or so platoons that I would of loved to have this option. It gives me the ability to designate multiple mission objections. I can give a primary objective to both platoons of lets say capture the CC. But I can also designate sub missions down to individual platoons/squads. As you noticed from the The9 video the objectives changed as they changed locations inside the base.
Example of this being platoon 1 goes in and their sub. objective is to neutralize the spawn tubes in the north east portion of the facility. So there is their mission.
While my sub objective for platoon 2 is to take out the generator on the south west to open the path for the entrance to the CC. But my overall objective for both at the Very top is capture the CC.I hope this make sense.
Sure we have ventrillo running to communicate. But it helps everybody keep up with the overall objective and progress they are making. This is one of the main reasons I think that missions should be limited to squads/platoons/outfits. A individual player does not need to have the ability to just set random missions up in the game. I might would even go as far as saying just limit it to platoon/outfits. I still standby that they should remove xp for missions. Will have to wait and see.
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