View Full Version : Do we know anything about indoor combat?
raykor
2012-05-13, 05:23 PM
For me, a big part of Planetside’s charm was that you could spend two hours in an outdoor mixed-arms battle and then another two hours in a close-quarters indoor battle where every doorway, stairway, and hallway was fiercely contested.
I’ve been following the development of PS2 closely but can’t recall seeing any screenshots or even any dev comments on the indoor combat. Are we going to have huge, multi-level indoor base environments in PS2?
NCLynx
2012-05-13, 05:28 PM
The bases so far look pretty damn big, I'd say there's nothing to worry about.
The Kush
2012-05-13, 06:01 PM
Yea I'm thinking the inside will be pretty damn fun :) maybe we will get some screenshots at E3
Soothsayer
2012-05-13, 06:11 PM
I know I'd like to see more situations similar to the vehicle bay in PS1 tech plants. Stuff with big open indoor spaces that have different setups for different phases of the breach.
There has been a little bit of info about the anatomy of a capture, but more info on the specific mechanics (like how CC's work and what the new setup for generators is) would be great to have out of E3.
Mechzz
2012-05-13, 06:15 PM
Regarding the OP, watch the 3rd video in this link and you'll have seen as much indoor combat as any of us except TotalBiscuit...
www.planetside-universe.com/p-gdc-2012-roundup-103.htm
Personally, I think the courtyard and indoor combat looks great. And we saw some concept art of the inside of a biodome recently that looked like an awesome battlefield. And our collective jaws dropped when we saw the sheer size of the tech plant.
I don't think we have too much to worry about in terms of indoor combat :)
Rumblepit
2012-05-13, 06:22 PM
The bases so far look pretty damn big, I'd say there's nothing to worry about.
im worried about quite a few things, player v player collision is the biggest on my list. will we see the same kind of collision that they used in ps1? are going to be bounced around like pop corn as soon as a room gets crowed ? if someone runs into me will i fly straight up in the air and land on a door frame?
the collision in planetside 1 was as usefully as a poop flavored lollipop. and i think thats giving it to much credit ...... more players = more collision,more collision means me getting shot in the back, me shooting others in the back,me being dead, others being dead, me getting very mad at people for pushing me around, me killing the people pushing me around, me killing people blocking doors and halls. me being dead, pissed off and grief locked because of bad collision.
your thoughts?
Mechzz
2012-05-13, 06:28 PM
the collision in planetside 1 was as usefully as a poop flavored lollipop. and i think thats giving it to much credit ...... more players = more collision,more collision means me getting shot in the back, me shooting others in the back,me being dead, others being dead, me getting very mad at people for pushing me around, me killing the people pushing me around, me killing people blocking doors and halls. me being dead, pissed off and grief locked because of bad collision.
your thoughts?
Well, first off, getting too many over-excited 12 year olds in a cramped space when they're all carrying heavy weaponry is never great from a personal safety angle :)
But seriously, the CY gameplay we've seen was a lot more open than the "let's try and squeeze 10 maxes through the front door" approach we were forced into in PS1. Sure, there will be squeezes, but the design is fundamentally better than it was and should lead to better gameplay imo.
Rumblepit
2012-05-13, 06:31 PM
Well, first off, getting too many over-excited 12 year olds in a cramped space when they're all carrying heavy weaponry is never great from a personal safety angle :)
But seriously, the CY gameplay we've seen was a lot more open than the "let's try and squeeze 10 maxes through the front door" approach we were forced into in PS1. Sure, there will be squeezes, but the design is fundamentally better than it was and should lead to better gameplay imo.
yea thats cause they have 40 to 60 people testing atm.take that x10,and there mite be a few issues..
NCLynx
2012-05-13, 06:43 PM
yea thats cause they have 40 to 60 people testing atm.take that x10,and there mite be a few issues..
You can still tell the general size of a player and the general size of the openings, just picture more people there. Sure it'll always have the possibility of getting a little cramped at a specific opening but it *looks* a lot better than the bottlenecks that were in PS1.
Grognard
2012-05-13, 07:21 PM
An idea struck me about indoor battles a week or so ago, that interests, and concerns me... I wonder if hackers will be able to hack the indoor lights for some very dark indoor CQB... That tactic has precedent since the very first candles and torches... :eek:
Toppopia
2012-05-13, 08:40 PM
i would love lights being able to be turned off, but maybe some bases would have skylights to limit the effectiveness then some bases be almost pitch black, would then drastically alter the game flow to whoever had anti-darkness equipment, which would be the defenders first because they would spawn sooner, so that would be a good way to tip the battle, unless an attacking outfit prepared for it and brought lights and night vision gear then they would have the advantage.
Kipper
2012-05-14, 06:45 AM
unless an attacking outfit prepared for it and brought lights and night vision gear then they would have the advantage.
Yeah, I think this will be a good tactical dimension - assuming that night vision gear is also a trade-off in some way (other than being blinded when the lights come back on) - so if you're carrying NVG you have less room for grenades, etc.
Otherwise the default position will be for everyone to equip NVG at all times, just to be prepared.
The Kush
2012-05-14, 04:06 PM
Flashlight attachments on your gun :)
That one noob
2012-05-14, 09:03 PM
Flashlight attachments on your gun :)
As long as it isn't Jesusfield 3: Paul's Conversion Experience I'll be fine.
http://files.g4tv.com/ImageDb3/288149_S/battlefield-3s-ridiculous-tactical-flashlight-to-be-patch.jpg
Toppopia
2012-05-14, 09:06 PM
As long as it isn't Jesusfield 3: Paul's Conversion Experience I'll be fine.
http://files.g4tv.com/ImageDb3/288149_S/battlefield-3s-ridiculous-tactical-flashlight-to-be-patch.jpg
Please Higby, don't make flashlights look like that, maybe in pitch black darkness for the first 5 seconds of it in your face then make it be less bright so that we have a small chance of fighting back. :p
NCLynx
2012-05-14, 09:36 PM
As long as it isn't Jesusfield 3: Paul's Conversion Experience I'll be fine.
http://files.g4tv.com/ImageDb3/288149_S/battlefield-3s-ridiculous-tactical-flashlight-to-be-patch.jpg
No no no you've got it all wrong, it's Smokeyfield 3: Blinding Light Boogaloo - Turbo Dust Edition
Artimus
2012-05-14, 09:46 PM
Fighting in the biolabs at night might be really dark..
Off topic popped in noggin.. Big huge spot lights at night would be cool I'd imagine with forge light. Setting them up over looking down on battlefields.
Back to the op tho.. Seeing that techplants I believe have six contestable points and towers have 3 I'm sure we will see all sorts of CQ as well as open.
That one noob
2012-05-14, 09:54 PM
No no no you've got it all wrong, it's Smokeyfield 3: Blinding Light Boogaloo - Turbo Dust Edition
Oh ok thank you for helping me to open my eyes. :lol:
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