View Full Version : Thrustpad [Jump Pad] Poll
EVILPIG
2012-05-17, 05:29 PM
This is the HOT TOPIC atm. Having seen the TotalBiscut video, should the tower Jump Pads be implemented?
(this is just a guage - yes, we need to play Beta)
Saieno
2012-05-17, 05:31 PM
No.
LoopbackZero
2012-05-17, 05:36 PM
Please give a read. You guys don't even know what you're voting on.
http://www.planetside-universe.com/showpost.php?p=693380&postcount=80
I don't really see the issue at all TBH.
Where's the "I can't decide until I see it in action" option?
Atheosim
2012-05-17, 05:39 PM
I would much, much, very fucking much rather have heavily shielded catwalks leading to towers with smaller parapets. There are going to be potentially 600 people occupying the base. We don't need instantaneous response times from individuals, unlike in a 32v32 game where 5 people can make the difference in an entire match.
Mastachief
2012-05-17, 05:39 PM
I don't really see the issue at all TBH.
This.
I think its a great idea for the same reasons TB said.
Raymac
2012-05-17, 05:42 PM
Here's my impression of this community:
Is it new? Vote against it.
:rolleyes:
Atheosim
2012-05-17, 05:43 PM
Here's my impression of this community:
Is it new? Vote against it.
:rolleyes:
Yeah, all 6/17. :rolleyes:
Stardouser
2012-05-17, 05:45 PM
Here's my impression of this community:
Is it new? Vote against it.
:rolleyes:
Well, as a non PS1 vet, a large persistent online world is new, yet I'm not voting against that.
Skepsiis
2012-05-17, 05:51 PM
I like them tbh. Even if they are changed they should definately keep the vertical anti grav lifts or maybe go with a futurama style tube system :D
Really
2012-05-17, 05:52 PM
Here's my impression of this community:
Is it new? Vote against it.
:rolleyes:
QFT
Vash02
2012-05-17, 05:53 PM
Here's my impression of this community:
Is it new? Vote against it.
:rolleyes:
More like:
Is it silly? Vote against it.
I mean really, why not have a comedic giant catapult to fling the soldiers around the base? That's "fun".
Please give a read. You guys don't even know what you're voting on. Where did you get the impression people didn't know that it's just people being flung between buttresses?
Atheosim
2012-05-17, 05:58 PM
More like:
Is it silly? Vote against it.
I mean really, why not have a comedic giant catapult to fling the soldiers around the base? That's "fun".
Where did you get the impression people didn't know that it's just people being flung between buttresses?
Thank you sir.
Sirisian
2012-05-17, 06:01 PM
Why is there another thread. There are already 2 threads with this in it... You can see the general consensus in the other one that people like the design. :lol:
Stardouser
2012-05-17, 06:04 PM
Why is there another thread. There are already 2 threads with this in it... You can see the general consensus in the other one that people like the design. :lol:
Because Evilpig would have had to PM the thread starters to make a poll which is inexpedient.
Duddy
2012-05-17, 06:04 PM
Why is there another thread. There are already 2 threads with this in it... You can see the general consensus in the other one that people like the design. :lol:
Would appear in contention to me.
Though I question how much of that is due to understanding, perception and bias.
Atheosim
2012-05-17, 06:05 PM
Why is there another thread. There are already 2 threads with this in it... You can see the general consensus in the other one that people like the design. :lol:
Because this one has a poll?
Atheosim
2012-05-17, 06:05 PM
Would appear in contention to me.
Though I question how much of that is due to understanding, perception and bias.
This and every other issue ever.
edit: sorry for double post.
Mechzz
2012-05-17, 06:06 PM
Why is there another thread. There are already 2 threads with this in it... You can see the general consensus in the other one that people like the design. :lol:
Like or don't like is all well and good. Can someone please define how the pads will affect gameplay, either positively or negatively? I'm not seeing much discussion of why these things are liked or not liked.
Does this kind of pad lead to excessive numbers of certain types of kills?
For me, they look fun but am not sure if they will hinder more than they help. Would rather play in beta to see how it pans out.
Graywolves
2012-05-17, 06:09 PM
I think it will be changed a little bit just for efficiency before launch if they keep the jump pads. Although still share the same concept.
Overall I'm a little on the fence. In a major battle I don't think it will be used as much as it makes a player very vulnerable for a moment.
Crazyduckling
2012-05-17, 06:09 PM
I'm okay with this current implementation.
I think it would be better if they were more mechanical. More elevator like for the vertical ones.
Duddy
2012-05-17, 06:10 PM
This and every other issue ever.
edit: sorry for double post.
You're right, that is a bit of a catch-all. It just gets worse when everybody starts to speculate, we need facts! :lol:
Raymac
2012-05-17, 06:10 PM
More like:
Is it silly? Vote against it.
I mean really, why not have a comedic giant catapult to fling the soldiers around the base? That's "fun".
You want to talk about silly? I've got 1 word for you: Nanites. It's sci-fi. It's always a fine line there when you start talking about what's silly or not.
Plus "silly" is as subjective as "fun".
My point still stands. Every...single...time...something new gets introduced, most of the vets here are against it right off the bat. I don't mean to imply that everything new is great. I'm merely pointing out this community is not a fan of any minor change at all.
Zekeen
2012-05-17, 06:12 PM
I personally don't like jump pads.
With that said, I think they COULD work, but there's a big issue here. I think they should be on only very few bases.
Jump pads make it seem like a quake arena match rather than a semi realistic sci fi shooter. We have other things for getting around bases, like jump jets. Planetside was great because it made you work a little. I know these bases are much much bigger and need more navigation abilities, but jump pads feel INCREDIBLY out of place.
Imagine if the base was the area of a major battle, watching dozens upon dozens of people jump padding around at once, what the heck will that look like? It looks odd and I think there would be easier things to add.
I also think the gravity elevators don't fit at ALL, but they are far more tolerable than jumping around like that. I rather see more mobility options that strange things that feel out of place.
Graywolves
2012-05-17, 06:14 PM
Lets avoid generalizations, especially the adaptive abilities of vets.
-Note the poll is currently in favor of mancannons-
Atheosim
2012-05-17, 06:15 PM
Lets avoid generalizations, especially the adaptive abilities of vets.
-Note the poll is currently in favor of mancannons-
Ha. Ha ha. Thank you Gray. Are you going to be playing on the west coast?
Dreamcast
2012-05-17, 06:17 PM
Halo Rip off IMO...Could work tho.
capiqu
2012-05-17, 06:17 PM
They are needed these bases are huge with multiple floors. You see how tall they are ?Planetside didn't have any thing this huge. I love planetside but I considered Ps a slow paste game. So I think of all the times running to the action waiting for my surge to kick in and it seeming that I would not get there on time ... yeah I like the jumppas idea.
Xyntech
2012-05-17, 06:17 PM
From a gameplay perspective, I like them a lot. They are a great idea for getting people around these new gigantic bases. As has already been mentioned in several places, they are a lot like the ziplines from the caves in PS1, but they are a lot more elegant.
From an aesthetic point of view, I don't really like them too much. A little bit too much of an Unreal Tournament kind of arcade shooter style IMO.
I think if they did something to make them slightly less arcade like, such as putting an activation button that you have to press to actually catapult yourself with them, it would probably help a lot.
Maybe change their visual slightly as well, such as enclosing them so that they are slightly more like a covered archway, like a little acceleration tube that grabs you and thrusts you forward from all around you.
The aesthetic side certainly can be tweaked, but I definitely think it will be a good contribution to base fights as far as gameplay goes. So on that note, I vote yes.
Not so much "as seen" from a visual perspective, but more "as seen" from a gameplay perspective.
Atheosim
2012-05-17, 06:17 PM
Halo Rip off IMO...Could work tho.
lol wtf? Halo wasn't the first to do almost anything.
Raymac
2012-05-17, 06:17 PM
Lets avoid generalizations, especially the adaptive abilities of vets.
-Note the poll is currently in favor of mancannons-
Good point "Every generalization is wrong, including this one". -Mark Twain
Also, this would be the first poll to break the trend....finally.
Stardouser
2012-05-17, 06:18 PM
But seriously, on IRC I often crack jokes, like I would say, we need circus cannons that shoot players, and that we need flashbang mortar rounds...well, we got the circus cannons that shoot players...where is my mortar with flashbang ammo?
Atheosim
2012-05-17, 06:19 PM
From a gameplay perspective, I like them a lot. They are a great idea for getting people around these new gigantic bases. As has already been mentioned in several places, they are a lot like the ziplines from the caves in PS1, but they are a lot more elegant.
From an aesthetic point of view, I don't really like them too much. A little bit too much of an Unreal Tournament kind of arcade shooter style IMO.
I think if they did something to make them slightly less arcade like, such as putting an activation button that you have to press to actually catapult yourself with them, it would probably help a lot.
Maybe change their visual slightly as well, such as enclosing them so that they are slightly more like a covered archway, like a little acceleration tube that grabs you and thrusts you forward from all around you.
The aesthetic side certainly can be tweaked, but I definitely think it will be a good contribution to base fights as far as gameplay goes. So on that note, I vote yes.
Not so much "as seen" from a visual perspective, but more "as seen" from a gameplay perspective.
Yeah, I agree. I can be okay with them being in the game if they didn't look like they were ripped straight out of quake 3. Aside from the gameplay elements that I don't like, the aesthetic elements are definitely the fence breaker.
Graywolves
2012-05-17, 06:24 PM
Ha. Ha ha. Thank you Gray. Are you going to be playing on the west coast?
East Coast.
From a gameplay perspective, I like them a lot. They are a great idea for getting people around these new gigantic bases. As has already been mentioned in several places, they are a lot like the ziplines from the caves in PS1, but they are a lot more elegant.
From an aesthetic point of view, I don't really like them too much. A little bit too much of an Unreal Tournament kind of arcade shooter style IMO.
I think if they did something to make them slightly less arcade like, such as putting an activation button that you have to press to actually catapult yourself with them, it would probably help a lot.
Maybe change their visual slightly as well, such as enclosing them so that they are slightly more like a covered archway, like a little acceleration tube that grabs you and thrusts you forward from all around you.
The aesthetic side certainly can be tweaked, but I definitely think it will be a good contribution to base fights as far as gameplay goes. So on that note, I vote yes.
Not so much "as seen" from a visual perspective, but more "as seen" from a gameplay perspective.
An activation button would decrease the chance of accidents and make the space it takes up irrelevant as well as avoid swarms of people jumping over instantly but rather in waves of 1-3.
I also think that placement and aesthetic changes would make it 'fit' with the surroundings better.
Maybe make it look like one of those hot wheels things or w.e on TV. Something that actually looks like it's going to launch you.
If SOE makes it look and feel really cool. It will be pretty cool. IMO.
Dreamcast
2012-05-17, 06:26 PM
lol wtf? Halo wasn't the first to do almost anything.
Let me guess...You hate halo because is one of the best games according to a mass majority of people?....Halo did a lot of good things and jump pads are a halo thing.
Was halo the first to do it?(was it tribes?)...probably not but since is one of the most popular games, is associated with it.
I bet if/when planetside 2 becomes too mainstream for u..Ur gonna talk smack about it and say how planetside 1 was way better.
Your the typical elitist.
Raymac
2012-05-17, 06:27 PM
An activation button would decrease the chance of accidents.
Jump pad "accidents" + ragdoll physics = youtube gold
Kythas
2012-05-17, 06:29 PM
They irked me when I first saw them, but I agree with the calmer minds here. We need to play the game before we start burning the Devs at the stake.
Atheosim
2012-05-17, 06:30 PM
Let me guess...You hate halo because is one of the best games according to a mass majority of people?....Halo did a lot of good things and jump pads are a halo thing.
Was halo the first to do it?(was it tribes?)...probably not but since is one of the most popular games, is associated with it.
I bet if/when planetside 2 becomes too mainstream for u..Ur gonna talk smack about it and say how planetside 1 was way better.
Your the typical elitist.
Enough with the flaming. I'm not the typical elitist, I'm the typical I hate Thomas Edison and Steve Jobs. Also I don't have much of an opinion on halo because I only played the first 2.
Vash02
2012-05-17, 06:33 PM
You want to talk about silly? I've got 1 word for you: Nanites. It's sci-fi. It's always a fine line there when you start talking about what's silly or not.
Plus "silly" is as subjective as "fun".
My point still stands. Every...single...time...something new gets introduced, most of the vets here are against it right off the bat. I don't mean to imply that everything new is great. I'm merely pointing out this community is not a fan of any minor change at all.
I haven't seen anyone against the idea of quickly traveling between the buttresses. People are against how they its being implemented. If they had done it in a sensible way (Which they could still do, Alpha and all) I'd doubt there would be that much of a conversation over it at all.
Being flung like a human cannon is, to me, ugly and does not fit in with the Planetside style at all. Planetside is sensible sci-fi, not silly sci-fi.
Dreamcast
2012-05-17, 06:36 PM
Enough with the flaming. I'm not the typical elitist, I'm the typical I hate Thomas Edison and Steve Jobs. Also I don't have much of an opinion on halo because I only played the first 2.
Steve jobs and Thomas edison were great men.
The first halo was the best.
Raymac
2012-05-17, 06:37 PM
I haven't seen anyone against the idea of quickly traveling between the buttresses. People are against how they its being implemented. If they had done it in a sensible way I'd doubt there would be that much of a conversation over it at all.
Being flung like a human cannon is, to me, ugly and does not fit in with the Planetside style at all. Planetside is sensible sci-fi, not silly sci-fi.
It's far less "ugly" than magically floating along a beam of light which has been "Planetside style" for years.
Also, there have been some people arguing against fast travel like this, though they are few and far between. I still like it far better than teleporters because you are exposed to enemy fire which gives a cost to the fast travel.
IMMentat
2012-05-17, 06:39 PM
voted yes.
As long as they are used in-base as a one-way method of moving from one defensible point to the next then its ok. Ladders are terrible ideas in FPS', lifts don't work and teleport pads are easily abused.
Jump pads at least provide the enemy with a chance to counter-attack.
The point at which I would have a problem is if they became a go-to option for general movement.
Letting defenders man the walls or get a better angle on the attacking force is one thing, jump-pad hopping around/up the walls of a base to avoid return fire is something else.
Could be balanced by slowing down the rate of movement while on the pad and only allowing certain key-points within a base to have pads.
Graywolves
An activation button would decrease the chance of accidents and make the space it takes up irrelevant as well as avoid swarms of people jumping over instantly but rather in waves of 1-3.
I also think that placement and aesthetic changes would make it 'fit' with the surroundings better.
Maybe make it look like one of those hot wheels things or w.e on TV. Something that actually looks like it's going to launch you.
If SOE makes it look and feel really cool. It will be pretty cool. IMO.
This.
P.S.
For those moaning about the science, PS1 allowed for any type of infantry to jump out of any air vehicle at any height and land without taking any falling damage. Pretend the jump-pads have the same mechanism.
Atheosim
2012-05-17, 06:40 PM
Steve jobs and Thomas edison were great men.
The first halo was the best.
They were miniscule specs compared to the vast and incomprehensible genius of men like Nikolai Tesla.
Dreamcast
2012-05-17, 06:48 PM
They were miniscule specs compared to the vast and incomprehensible genius of men like Nikolai Tesla.
So hate them because they weren't as good as somebody else even though they accomplished some what a lot...WTF? is wrong with u?
Vash02
2012-05-17, 06:52 PM
It's far less "ugly" than magically floating along a beam of light which has been "Planetside style" for years.
Cave combat was never the main attraction of Planetside, more like a chore you had to go through. Don't make it out as if it was an integral part of it.
Also, there have been some people arguing against fast travel like this, though they are few and far between. I still like it far better than teleporters because you are exposed to enemy fire which gives a cost to the fast travel.
There is a multitude of ways you can add a cost to using teleporters. Like a chance of coming out the other side coated in burning plasma, or you're implants are fried for a minute or so, etc.
Though I favour having a quick traveling platform to carry you around the walls.
http://youtu.be/Q2YQkjhKNfw?t=6m10s
Atheosim
2012-05-17, 06:54 PM
So hate them because they weren't as good as somebody else even though they accomplished some what a lot...WTF? is wrong with u?
No. That's not why.
I hope you're able to comprehend this extremely simple infographic:
http://theoatmeal.com/comics/tesla
Vash02
2012-05-17, 06:56 PM
So hate them because they weren't as good as somebody else even though they accomplished some what a lot...WTF? is wrong with u?
I hate them because they took credit for other peoples inventions. It's like Al Gore saying he invented the internet when really he just authorised the funding.
Atheosim
2012-05-17, 07:02 PM
I hate them because they took credit for other peoples inventions. It's like Al Gore saying he invented the internet when really he just authorised the funding.
Thanks once more.
XPquant
2012-05-17, 07:04 PM
I think any kind of fast transit defeats the purpose of its size, you put something far away to create distance, fast travel elemenates that so I cannot be used tactically or strategically.
Raymac
2012-05-17, 07:16 PM
I think any kind of fast transit defeats the purpose of its size, you put something far away to create distance, fast travel elemenates that so I cannot be used tactically or strategically.
That would be true if you could travel from anywhere to anywhere. The jump pads are only in very very limited locations. In fact it appears there are only a handful in the entire base. The scale will always be important.
Toppopia
2012-05-17, 07:25 PM
Why has no one discussed what would happen if 2 people used opposite pads? Mid-air collisions all round. I would prefer something like a nanite bridge that materialised when you walked on a pad, i would only want these jump pads be used to get from 1 location up to another that is maybe a short distance away. Because nanites forming a bridge is soo cooler than a man flying through the air :p
Atheosim
2012-05-17, 07:28 PM
Why has no one discussed what would happen if 2 people used opposite pads? Mid-air collisions all round. I would prefer something like a nanite bridge that materialised when you walked on a pad, i would only want these jump pads be used to get from 1 location up to another that is maybe a short distance away. Because nanites forming a bridge is soo cooler than a man flying through the air :p
What makes you think jump pads on opposing sides would even be lined up into each other's paths?
Soothsayer
2012-05-17, 07:31 PM
I think any kind of fast transit defeats the purpose of its size, you put something far away to create distance, fast travel elemenates that so I cannot be used tactically or strategically.
I think it makes the base more efficient. It is more of a benefit when the base is not contested, you can get where you need to go more quickly without having to run forever.
When the base is contested it is less safe to use them since they are so exposed.
When you add in the possibility of ownership of the jump pads (and the possibility of taking ownership) there is a bunch of new stuff coming out that changes the dynamic of base defense and offense.
Sledgecrushr
2012-05-17, 07:43 PM
Well as for the mancannons I like them, they inject some fun as to what would otherwise be a fairly serious sci fi mmo fps.
And from a sniperz perspective I absolutely love them, its gonna be like skeet shooting.
Immigrant
2012-05-17, 07:46 PM
Honestly I don't dig these jump pads. First because you're jumping to the exterior what is kinda silly and they are available both to attackers and defenders from what I've seen. However I understand the need to quickly get from one place to another within base but I'd prefer Teleporter pads which could only take you to the friendly controlled parts of the base so you can get some separation between your troops and the enemy.
Xyntech
2012-05-17, 08:04 PM
Here is my current idea for improving the jump pads.
http://img137.imageshack.us/img137/2351/jumppadrevampidea.png
Toppopia
2012-05-17, 08:06 PM
What makes you think jump pads on opposing sides would even be lined up into each other's paths?
Because in the video there was only 1 pad facing 1 direction, and the person landing was landing 2 metres away from the sender pad, so they were in direct line of each other.
Toppopia
2012-05-17, 08:07 PM
Here is my current idea for improving the jump pads.
http://img137.imageshack.us/img137/2351/jumppadrevampidea.png
Yip, perfect, allows organised people to do a proper assault, not 1 person flying at a time, and would look awesome and removes funny bird people flying through the air :D
Sledgecrushr
2012-05-17, 08:09 PM
Here is my current idea for improving the jump pads.
http://img137.imageshack.us/img137/2351/jumppadrevampidea.png
That would be like getting fired out of a cannon while inside a beer can. I like the jump pads because there is a bit of risk using them while you are in a fight and it would be fun to use them to quickly move about the outer defensive perimeter. Did I mention that it looked to be a lot of fun?
Toppopia
2012-05-17, 08:10 PM
That would be like getting fired out of a cannon while inside a beer can. I like the jump pads because there is a bit of risk using them while you are in a fight and it would be fun to use them to quickly move about the outer defensive perimeter. Did I mention that it looked to be a lot of fun?
I think this idea still has you flying unprotected, but it looks better than a glowing pad on the ground that magically flings you through the air.
Sledgecrushr
2012-05-17, 08:10 PM
Here is my current idea for improving the jump pads.
http://img137.imageshack.us/img137/2351/jumppadrevampidea.png
Yip, perfect, allows organised people to do a proper assault, not 1 person flying at a time, and would look awesome and removes funny bird people flying through the air :D
Theres already funny bird people going to be flying all over, we have jet packs.
Sledgecrushr
2012-05-17, 08:12 PM
I think this idea still has you flying unprotected, but it looks better than a glowing pad on the ground that magically flings you through the air.
Magically flying? What about the magically floating magriders? Come on now this is sci fi and in sci fi anything and everything is possible.
Toppopia
2012-05-17, 08:16 PM
Magically flying? What about the magically floating magriders? Come on now this is sci fi and in sci fi anything and everything is possible.
Magriders arn't flying magically, they are flying on childrens dreams :)
But the teleport tube looks cool though, i don't really care, as long as nothing bad happens when i use the pad like falling short of towers or falling long of them or smashing into someone and falling or getting stuck, then i don't care much.
Sledgecrushr
2012-05-17, 08:18 PM
Well first time tb used the jump pad he came up short and had to use his jump packs to finish his trip to the tower. I think we are going to have some speed and directional control while we are being flung through the air.
And just the fact that if you are not paying attention and playing the game something bad could happen while you are going through the air. While a teleport pad seems to take some of the gameplay out of it.
Graywolves
2012-05-17, 08:20 PM
Here is my current idea for improving the jump pads.
http://img137.imageshack.us/img137/2351/jumppadrevampidea.png
Pretty close to one of the ideas I was thinking. I like this, just needs to be big enough to hold a few people per launch and not stacked on top of each other.
Sledgecrushr
2012-05-17, 08:23 PM
Pretty close to one of the ideas I was thinking. I like this, just needs to be big enough to hold a few people per launch and not stacked on top of each other.
So you would rather be on a beer can ride than have added gamplay elements?
Stardouser
2012-05-17, 08:24 PM
What you guys are forgetting is, aside from the direct ramifications of jump pads, they aren't needed. When your base is not under attack but an attack is incoming, you have plenty of time to run to where you are needed. And once an attack begins, and the enemy has captured one of the base's capture points, there will then be a front line, wherein after you die you simply need to choose the spawn point closest to the enemy held sections of the base.
Graywolves
2012-05-17, 08:27 PM
So you would rather be on a beer can ride than have added gamplay elements?
It's the same thing as a jump pad just 'evolved' a bit more. Can be used better with organization and less accident prone. Plus if you put it at the edge of the roof top there is now more space to use.
It doesn't need to be a tube ride or send you into another tube. It can propel players out into a cone(like cone of fire) no larger or barely larger than the landing area itself so that they are more spread out enroute and not shot down by one guy holding down his mouse key.
-edit- and yes I like the idea of telling my squad to get inside the beer can.
Figment
2012-05-17, 08:28 PM
The alternative would be ladders or stairs or the cave telepads we had in PS1.
Given the choice between telepads and jump boosters, the latter makes it easier to follow a target and estimate where it will go.
Will it give a combat advantage? Maybe to the light assaults, who could use them to initiate a jetpack flight, maybe. On the other hand, you could see it as a it of a compensation to non-jetpack units to get quickly to the walls.
Wonder if people bounce off of eachother or collide in mid air if they all try to use them at once. :P
kaffis
2012-05-17, 08:29 PM
As I said in the other thread, I'd prefer it if the horizontal ones were only fully effective (able to get from platform to platform) for LA because they required supplemental boost from a jetpack to make it the full distance.
Sledgecrushr
2012-05-17, 08:30 PM
It's the same thing as a jump pad just 'evolved' a bit more. Can be used better with organization and less accident prone. Plus if you put it at the edge of the roof top there is now more space to use.
It doesn't need to be a tube ride or send you into another tube. It can propel players out into a cone(like cone of fire) no larger or barely larger than the landing area itself so that they are more spread out enroute and not shot down by one guy holding down his mouse key.
-edit- and yes I like the idea of telling my squad to get inside the beer can.
I know for a fact that coming off of a jump pad you do have speed control. Without verification I would assume that you would have some directional control as you travel, something like the cone effect that you are talking about.
Soothsayer
2012-05-17, 08:42 PM
What you guys are forgetting is, aside from the direct ramifications of jump pads, they aren't needed. When your base is not under attack but an attack is incoming, you have plenty of time to run to where you are needed. And once an attack begins, and the enemy has captured one of the base's capture points, there will then be a front line, wherein after you die you simply need to choose the spawn point closest to the enemy held sections of the base.
But they are needed. Going along the base walls repairing turrets or setting up defenses is a huge hassle in PS1 and those bases are tiny compared to the ones we're seeing.
Getting where you need to go quickly when out of combat is HUGE and if you are spending less time doing menial stuff you are spending less time out of the fight and by extension, less time not experiencing the things that people are actually playing the game for.
Spawn points as a means of getting around the base is flawed because it either necessitates dying or finding another spawn point to deconstruct at.
Stardouser
2012-05-17, 08:53 PM
But they are needed. Going along the base walls repairing turrets or setting up defenses is a huge hassle in PS1 and those bases are tiny compared to the ones we're seeing.
Getting where you need to go quickly when out of combat is HUGE and if you are spending less time doing menial stuff you are spending less time out of the fight and by extension, less time not experiencing the things that people are actually playing the game for.
Spawn points as a means of getting around the base is flawed because it either necessitates dying or finding another spawn point to deconstruct at.
First, let's separate this out into people doing actual combat, and people doing repairs. For people doing actual combat defense, respawning is fine as a tactic for getting around, because they will be dying.
For people doing repairs, I simply don't agree. What is the point of having a large scale game but then nullifying the large scale with things like this? I also disagree that you will be spending time doing menial things, and such times as people do in fact do as you say, it will be by choice. Repairing is a menial task to some people even if you can instantly teleport yourself to the next turret.
And not only that...in battles with many many players, are we really going to have just one guy doing repairs? And even if we were, do the conveniences of that one really justify this?
With a base this big, why do we have to treat fighting that occurs on the other side of the base as if it must be reachable instantly by everyone?
I truly believe that these features nullify the map size advantage Planetside has over other games. I'm sure the gunplay will be good and all, but scale is one of the biggest advantages Planetside will have. Why functionally shrink it?
Soothsayer
2012-05-17, 09:00 PM
In response to your assertion that easy transport shrinks the game, I think that it does so only in ways that are positive.
When you're just trying to get around to get from a spawn point to your buddy's Prowler that you are gunning for, then its all good, you get there quick and nobody is waiting unnecessarily.
When your faction is pinned down in the middle of a three-way over a single base, the jump pads become what is possibly the first stage of the attack or the first point of defense. Where the distances were shrunk in a non-eventful setting, the jump pads focus attackers for a portion of the fight and it becomes another dimension to the fight.
To put it another way, it's only a free meal if there's nobody else to take it from you :D
Cosmical
2012-05-17, 09:04 PM
Simple resolution. Have a way that attackers can disable the jump pads through some kindof hacking or sabotage.
Done.
Xyntech
2012-05-17, 09:13 PM
That would be like getting fired out of a cannon while inside a beer can. I like the jump pads because there is a bit of risk using them while you are in a fight and it would be fun to use them to quickly move about the outer defensive perimeter. Did I mention that it looked to be a lot of fun?
That is the cannon, not what you get launched in. It would eject all players just like they had all stepped onto the current jump pad at once.
They would still be vulnerable while in transit. It would mostly be an aesthetic change, with some slight team play encouragement as well.
Running in and immediately pressing the interact button should render their use mostly the same as the current design, so the fun factor shouldn't be hurt much.
Baneblade
2012-05-17, 09:40 PM
As someone who will more than likely snipe at some point, Jump Pads are awesome.
Vash02
2012-05-17, 09:53 PM
As people have been saying it would be hard to snipe people in the air its quite the contrary. All you need to do is line yourself up with the jump pad and your certain to get people coming over in a predictable pattern. If you're half decent you'll learn quickly where the head shot will be at the top of the jump.
Xaine
2012-05-17, 09:53 PM
Reserving judgement untill beta.
CutterJohn
2012-05-17, 10:01 PM
Like the functionality. Not completely sold on the implementation.
More like:
Is it silly? Vote against it.
I mean really, why not have a comedic giant catapult to fling the soldiers around the base? That's "fun".
A great many of the things shown in that video were as, or more, impossible and silly as the catapults.
The difference is the catapults aren't a standard/accepted gaming trope.
LancerNC
2012-05-17, 10:01 PM
I think they are awesome. I vote to keep them in! I really don't see it giving an unfair advantage to the defenders,we heard in the video that there are now more capture points in the close proximity of the bases. This is very different than the standard one tower per base planetside 1 set up. Thus, the jump pads will help defenders compensate for attacks that can come from many different angles, not just the backdoor or gated entrances.
I also think it is going to encourage new types of combat not seen in planetside 1. Imagine a galaxy dropping enemy troops on top of one of those outposts, they could secure it and 'jump pad' to the next one. I like that they are trying to spice up the wall combat.
Anyway, those are just my thoughts.
Gonefshn
2012-05-17, 10:04 PM
I'm not sold on this idea but yea need to see it played out to really know.... hmmmm
Xyntech
2012-05-17, 10:28 PM
As people have been saying it would be hard to snipe people in the air its quite the contrary. All you need to do is line yourself up with the jump pad and your certain to get people coming over in a predictable pattern. If you're half decent you'll learn quickly where the head shot will be at the top of the jump.
Of course on the other hand, players busy lining up shots on pad jumpers are going to be great targets for counter snipers.
Still, it could certainly be a problem. I'll be interested in seeing it exploited as much as possible to see if any countermeasures need to be put in place, or if snipers are just a balanced part of the risk of speedy travel.
Vash02
2012-05-17, 10:47 PM
Of course on the other hand, players busy lining up shots on pad jumpers are going to be great targets for counter snipers.
Still, it could certainly be a problem. I'll be interested in seeing it exploited as much as possible to see if any countermeasures need to be put in place, or if snipers are just a balanced part of the risk of speedy travel.
Since they are jumping higher than the walls, all a sniper needs to do is hide behind a rock to protect himself from sniper fire and just shoot the jumpers as they come into sight. He doesn't have to expose himself.
Stardouser
2012-05-17, 10:48 PM
The other thing about snipers is, hopefully we don't have 1 hit kills, at least unless they are headshots. Otherwise here come the elite no scope montages.
Xyntech
2012-05-17, 10:50 PM
Since they are jumping higher than the walls, all a sniper needs to do is hide behind a rock to protect himself from sniper fire and just shoot the jumpers as they come into sight. He doesn't have to expose himself.
Most bases seem to have a lot higher points accessible than the walls though.
IMMentat
2012-05-17, 11:15 PM
they are available both to attackers and defenders from what I've seen.
It is still alpha, on a previous promo vid spawn doors were (deliberately) universal access, meaning anyone could spawn-camp if they were so inclined (probs not many due to tightly limited tester lists).
SOE will lock down more and more of the permissions as and when they need it,
After all, beta is beta and this is still only Alpha footage.
Badjuju
2012-05-18, 12:15 AM
Cave combat was never the main attraction of Planetside, more like a chore you had to go through. Don't make it out as if it was an integral part of it.
There is a multitude of ways you can add a cost to using teleporters. Like a chance of coming out the other side coated in burning plasma, or you're implants are fried for a minute or so, etc.
Though I favour having a quick traveling platform to carry you around the walls.
http://youtu.be/Q2YQkjhKNfw?t=6m10s
I'm going to say hell no to RNG, that will just end up pissing people off. I rather die to another player than just being the unlucky one game decided to toast. Jump pad / teleporter / quick travel platform, all sound like good ideas to me. I would prefer not to have the teleporter over the other two however. Being at risk while quick traveling and being able to be seen coming are important IMO.
Pillar
2012-05-18, 12:16 AM
I sort of touched on this in the other thread discussing the video, not having known this was here. Honestly, I'm not a PS1 vet, and I voted against this.
Now don't get me wrong, I don't think it'll break the game, I don't even think it'll bother me once I start playing, but from where I'm sitting now, in a position where potentially not having it could be an option, I'd prefer not to have it.
Why? My issue with it is purely thematic, it just doesn't feel right. I understand these pads are limited in scope, but these weird energy beams and catapult things seem entirely out of place. They would make sense for a Vanu base, where this kind of tech is in their blood, but the other two factions are entirely more mundane with their mechanics.
But I also think from a game perspective... would the game be better off without them? Probably not. Like I said before, I'm a gamer, not a developer - I get to ask to have my cake and eat it too - it's their job to try and deliver.
Badjuju
2012-05-18, 12:17 AM
And we should probably wait until beta before we take this sort of thing to seriously and pass judgement.
CuddlyChud
2012-05-18, 12:33 AM
The Devs obviously put them in there for a reason. It's not like they thought: you know what Planetside 2 is missing? Man cannons! I'm pretty sure we can assume they're pretty necessary.
Pyreal
2012-05-18, 12:47 AM
Can't the call the Vulcans and buy some teleportation tech?
Figment
2012-05-18, 05:44 AM
I noticed a lot of the bases do not have the walls interconnect.
How do you feel about not being able to walk over high ground from one side to the other? Possibly this is one of the reasons they done that: you can have jump pads instead (yet this of course limits the high ground areas near openings to the courtyard).
Straws
2012-05-18, 06:12 AM
I've not chosen a option on the poll because yes/no polls are useless.
The discussion needs to be broader than the thrustpads. It needs to be about facility defense and capture, because that is the reasoning behind their inclusion.
Due to the size and capture method of facilities, infantry movement is very important. I feel that because of this set up, the idea of enclosed facility walls (ala PS1) would slow the game down more than the developers are interested in.
So, in lieu of wall structures, they need to add a means to travel around the defensive battlements in a rapid fashion.
Two options seem to be popular at the moment;
-Thrustpads
-Teleport pads
The only alternative is that one of the classes is designed to be the facility battlement defender and they can travel quickly, but others can't. Even though this is alpha, I feel development is way to far down the line to look at that.
So, the two options we have. Thrustpads and Teleport pads. While I am a little unsure about thrustpads, I am so incrediably against Teleport pads, I can't even begin to understand why Planetside veterans would ever consider them to be a good idea.
Here are the negatives of teleport pads being used as a defensive battlement navigation device.
a) When attacking defenders, they would slip away in an instant, recover, then return. Attackers wont have that luxury, and being blunt, it's fucking cheap to escape death via a teleport that the attacker can't quickly chase you down through.
b) Sniper fodder. This may seem to counter the above, but please bear with me. Snipers will camp and instantly kill people that appear at a teleport pad. Once sniper teams are in place, we'll have tactless camp spots for free kills, rendering battlements useless.
Now, I know those reasons kinda counter eachother, but they actually show how badly teleport pads would negatively affect the game. First, being anything but a sniper to deal with battlement defense is pointless. Second, why bother defending the battlements if you're going to be instagibbed upon portally between battlements.
At least with thrust pads, the attackers can track-fire to kill a defender, forcing a more skillful type of sniping, as well as allowing other assault classes to participate. However, I suspect the jump-path and the landing point will be fixed, meaning that sniper camping is still a risk, but that risk would be at three points per battlement instead of a potential 1.
Personally, I would just prefer fixed platforms between each battlement. Platforms don't need walls.
TheRagingGerbil
2012-05-18, 09:49 AM
Don't see an issue. The pads take away from the drudgery of having to run up and down the stairs all day to repair turrets, revive troops, setup additional defenses. Plus they look fun as hell.
Teleport pads would be annoying because troops would all of the sudden appear and disappear into thin air. With the thrust pads you can see the enemy coming and going and predict shots where they will land. I actually really liked playing in the caves of PS1 just for this reason. Picking off troops as they moved around the vertical world of the caverns was fun.
MrBloodworth
2012-05-18, 09:58 AM
Its definitely new, and different. Even thought there are SOME parallels to PS1 systems.
I think, as long as we do not see them as an addition used to remove choke points, because choke points are necessary, then they are fine.
However I do worry about some superman tactics that may come from them, like jumping up to air vehicles to attach Boomers C4 to it mid air, or flying MAX units...
Stardouser
2012-05-18, 10:02 AM
Don't see an issue. The pads take away from the drudgery of having to run up and down the stairs all day to repair turrets, revive troops, setup additional defenses. Plus they look fun as hell.
Teleport pads would be annoying because troops would all of the sudden appear and disappear into thin air. With the thrust pads you can see the enemy coming and going and predict shots where they will land. I actually really liked playing in the caves of PS1 just for this reason. Picking off troops as they moved around the vertical world of the caverns was fun.
Thin air? I would think that if there is both a destination pad and a deparature pad, that's hardly "thin air". Also, when one team gains ownership of a section of a base, the other team would no longer be able to teleport to the pad that's located in that section, and vice versa. This way, teleport pads will only allow transport between OWNED sections, which will prevent teleport pad camping. Naturally, if you sneak into enemy held areas you could camp the pads, but you won't last long doing it.
And also, the ability to pick people off as they use the pads for travel is a negative for the people using them, not a positive.
Sentrosi
2012-05-18, 10:07 AM
I voted no.
I think they're arcade-like and not needed in Planetside 2. I can understand a need for things such as jump pads, but surely some other mechanic can be in place. Such as the old Core Combat teleport pads.
I know I know. "CORE COMBAT!!!! HOW DARE YOU SPEAK THAT WHICH SHALL NOT BE SPOKEN!"
But I think that all the enemy needs is a few snipers outside the base picking off the jumpers. You'll grind any sort of base defense to a halt quickly. With the teleport pads you can encase the pads in a temporary shield that would allow the player to at least have a chance at defense. With jump pads you don't really have a chance.
Aaron
2012-05-18, 10:39 AM
I don't mind the transportation. I just think it needs to be done a different way. The pads don't match the coolness of everything else, you know? Of course, it's only alpha and they're probably still working on them.
Shogun
2012-05-18, 10:53 AM
Simple resolution. Have a way that attackers can disable the jump pads through some kindof hacking or sabotage.
Done.
yes!
just wrote the same thing in another thread. i guess this is the better thread for this:
please give us sabotage options for the pads! a cloaker and or engineer should be able to turn off the pads, or turn them around to screw up their aim and make them launch the players to their doom in wrong directions, or with double power, resulting in a far throw that also inflicts a lot falling damage.
just give the pad a very subtle status-indicator! you need to be able to actually check if the pad is hacked without killing yourself! but it must not be a bright light punching everybody in the face. you need to look closely and if you donĀ“t you run to your doom without warning.
EVILPIG
2012-05-18, 11:25 AM
What if the pads only worked for friendlies?
Stardouser
2012-05-18, 11:41 AM
What if the pads only worked for friendlies?
Thus far, I've been arguing against it only on the idea that it works for friendlies. That it could work for enemies who do not yet hold the base, doubles the problems.
Saieno
2012-05-18, 11:48 AM
Jump Pads are great in very fast paced games such as Unreal Tournament, Quake, Nexuiz, etc. This is because Jump Pads work as a method to quickly move across the map or reach certain advantage points. These games aren't about team work, regardless if you are on a team or not. They are lone wolf style games where one person can completely decimate a match without any team work involved. Planetside had everyone healing you, repairing your armor, covering your back, and generally looking out for you as well as their own personal objectives. Having Jump Pads in Planetside merely work to divide you from your squad, shifting your focus from teamwork to getting that next defense kill by hopping to another wall.
Raymac
2012-05-18, 12:16 PM
Jump Pads are great in very fast paced games such as Unreal Tournament, Quake, Nexuiz, etc. This is because Jump Pads work as a method to quickly move across the map or reach certain advantage points. These games aren't about team work, regardless if you are on a team or not. They are lone wolf style games where one person can completely decimate a match without any team work involved. Planetside had everyone healing you, repairing your armor, covering your back, and generally looking out for you as well as their own personal objectives. Having Jump Pads in Planetside merely work to divide you from your squad, shifting your focus from teamwork to getting that next defense kill by hopping to another wall.
The logic still works for Planetside and it is because of the scale. The size of the maps in UT, or Quake are not even close to the size of the bases in Planetside 2. So in PS2, you will need to move even greater distances, and unless you want the game to turn into a jogging simulator, these thrustpads are needed.
Also, it doesn't kill teamwork (I freaking hate that argument being used for everything). While the scale of UT and Quake needed lone wolves to move quickly, the scale of Planetside 2 needs whole teams to move quickly. We've all heard calls over Broadcast calling for reinforcements by the back door, or the west gate, etc. THAT IS TEAMWORK.
Stardouser
2012-05-18, 12:20 PM
The logic still works for Planetside and it is because of the scale. The size of the maps in UT, or Quake are not even close to the size of the bases in Planetside 2. So in PS2, you will need to move even greater distances, and unless you want the game to turn into a jogging simulator, these thrustpads are needed.
Also, it doesn't kill teamwork (I freaking hate that argument being used for everything). While the scale of UT and Quake needed lone wolves to move quickly, the scale of Planetside 2 needs whole teams to move quickly. We've all heard calls over Broadcast calling for reinforcements by the back door, or the west gate, etc. THAT IS TEAMWORK.
It destroys Planetside's scale. When you have big maps that are reduced like this, there is no point. When you can move your forces this quickly, it makes the need to deploy strategically meaningless. A lot of people outside the PS1 vet community are hoping this game enhances strategic play and this is two steps forward, one step back in that respect.
And, this is just Alpha, and only a fight near a base. If they are doing this to speed up combat at bases, what manner of combat acceleration will we see away from bases? Hopefully it's just squad spawning and Galaxy deployment...those are good.
Jennyboo
2012-05-18, 12:24 PM
Given the sheer size of the bases I could see how useful to defense they would be:) I still think they should have some sorta cool down to prevent spamming between area's.
Raymac
2012-05-18, 12:29 PM
It destroys Planetside's scale. When you have big maps that are reduced like this, there is no point. When you can move your forces this quickly, it makes the need to deploy strategically meaningless. A lot of people outside the PS1 vet community are hoping this game enhances strategic play and this is two steps forward, one step back in that respect.
And, this is just Alpha, and only a fight near a base. If they are doing this to speed up combat at bases, what manner of combat acceleration will we see away from bases? Hopefully it's just squad spawning and Galaxy deployment...those are good.
Dude, it doesn't destroy the scale at all. You make it sound like these Thrustpads are located everywhere and infantry can fly from anywhere to anywhere. Clearly that's not the case. It seems to mainly be from one wall bastion to another. That's it.
Just watch the flyover TB does at the end of the video, and then shut the hell up that a couple of thrustpads are going to "destroy Planetside's scale". :rolleyes:
Stardouser
2012-05-18, 12:30 PM
Given the sheer size of the bases I could see how useful to defense they would be:) I still think they should have some sorta cool down to prevent spamming between area's.
The fact that something is useful does not by itself make it needed. I mean, if we could all Apparate like in Harry Potter from any point in the game and then reappear at any point in the game, I can see how that would be useful, too.
And I'm not directing this comment at you, but you reminded me of one of the SOE devs who pulled the "useful" card in IRC chat.
Anything that increases your power or utility is useful to you but that doesn't make it fun for the game.
Stardouser
2012-05-18, 12:32 PM
Dude, it doesn't destroy the scale at all. You make it sound like these Thrustpads are located everywhere and infantry can fly from anywhere to anywhere. Clearly that's not the case. It seems to mainly be from one wall bastion to another. That's it.
Just watch the flyover TB does at the end of the video, and then shut the hell up that a couple of thrustpads are going to "destroy Planetside's scale". :rolleyes:
It does as far as the bases go. You're of course entitled to your opinion.
But as I said, what else is there going to be outside of bases that we haven't been made aware of?
Raymac
2012-05-18, 12:33 PM
Not true. If you notice at one point he leaves bases in a Mag and approaches a remote tower and there is a jump pad there as well. Who knows where else they are.
Yeah, that was 1, and it was even pointed directly into a post which didn't make sense to me. Did you watch the rest of the video? Did you see them littered around the base? No. That's because they are not everywhere.
Raymac
2012-05-18, 12:36 PM
It does as far as the bases go. You're of course entitled to your opinion.
But as I said, what else is there going to be outside of bases that we haven't been made aware of?
No it doesn't for the bases either. Why? Because of what is in between the thrustpads. Also because of what is inside the courtyard of the bases. I know you didn't play Planetside, so you have no concept of the tactics around taking a base's courtyard, but just running around the outside wall is not going to do it, especially in Planetside 2 when there is much more cover in the courtyards.
Jennyboo
2012-05-18, 12:37 PM
I like it. Nothing like 20 guys standing in line waiting on timer so I can farm em with my Scythe. :evil:
More like a player cool down (ie if you use one you can't use it again for 15sec or something :P) Not the pad itself :D
Stardouser
2012-05-18, 12:41 PM
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
Not necessarily. the people who are claiming that they can't play Engineer to repair turrets without jump pads should be the first to admit that they don't need to be able to hop around like rabbits in order to get that job done.
Jennyboo
2012-05-18, 12:44 PM
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
It would prevent people from abusing the pads (ie to run away) All will be revealed during some solid beta testing :p But I can foresee people abusing them.
Skepsiis
2012-05-18, 12:45 PM
I still think some implementation of a static version of this (as in they are point to point and not multi directional) that i put in the other thread could work well in planetside 2 instead of the jump pads.
R&C Skill Points: Nundac Asteroid Ring - YouTube
Its basically a more visually intense version of the cave ziplines.
They would need a charge up period to activate and so couldnt be used as a cheap escape. Players could be semi ghost like as they are flung across in pieces and take reduced damage from snipers, they just need something to reduce enemies camping on one end.
I also think that in a big defense there should be enough players to defend all walls and this would mostly be used for a force too small to cover all sides that needs to make up for it wih mobility. So maybe some kind of big recharging pool of energy could be used collectively to power them so that they become far less effcient in a bigger fight as the power reserve becomes drained from constant use and more people will opt for hoofing it.
What do people think?
Raymac
2012-05-18, 12:45 PM
Wouldn't that kinda defeat there intended purpose to speed up game movement around a large base?
And to add to what Stardouser said, I wouldn't want to see people playing peek-a-boo with the Thrustpads. That's one of the reasons I'm not a fan of teleport pads. A small personal cooldown might not be a bad idea. Having a cooldown for the pad itself might be problematic because we've all seen what can happen when you are standing in line for a vehicle terminal in an active battle.
Raymac
2012-05-18, 12:48 PM
I just think these things are going to be far more prevalent throughout the game than just, what 4 towers around bases? No way they create the design for such limited use.
So you are basically complaining about a problem that doesn't exist yet? I think there is enough to debate what we know without making things up. Let's try to avoid dragging the devs through the mud and then complainign about them being dirty.
Stardouser
2012-05-18, 12:54 PM
And to add to what Stardouser said, I wouldn't want to see people playing peek-a-boo with the Thrustpads. That's one of the reasons I'm not a fan of teleport pads. A small personal cooldown might not be a bad idea. Having a cooldown for the pad itself might be problematic because we've all seen what can happen when you are standing in line for a vehicle terminal in an active battle.
Actually, see...I do accept the idea of engineers needing this. I do understand how not everyone wants to pull the suck duty of repairing turrets.
But how do you prevent peek-a-boo with Thrustpads? Actually, I am quite happy that you mentioned this, we should have gotten to this issue before. I mean, I think they are silly in general but if I put that aside, peek-a-boo with the pads is one way to escape from enemy infantry and perhaps even vehicles; and only if you've got certain weapons deployed can you kill jumpers. Personally I think it's going to be quite difficult to use snipers to shoot jumpers unless you can find a sniping position where jumpers will come at you head-on, I think it will be more likely that you need to get an AA cannon deployed in the right place.
A personal cooldown is one way. And not just a personal cooldown per pad, but a personal cooldown for all pads, ie, you have to wait 15 seconds between jumps, period. That's fine for engineers, but people using the jump pads to evade dying will only get one jump and then a 15 second wait.
And having reached that conclusion though, a cooldown between reuses would keep people from playing peek-a-boo with teleport pads too.
Raymac
2012-05-18, 01:01 PM
Actually, see...I do accept the idea of engineers needing this. I do understand how not everyone wants to pull the suck duty of repairing turrets.
But how do you prevent peek-a-boo with Thrustpads? Actually, I am quite happy that you mentioned this, we should have gotten to this issue before. I mean, I think they are silly in general but if I put that aside, peek-a-boo with the pads is one way to escape from enemy infantry and perhaps even vehicles; and only if you've got certain weapons deployed can you kill jumpers. Personally I think it's going to be quite difficult to use snipers to shoot jumpers unless you can find a sniping position where jumpers will come at you head-on, I think it will be more likely that you need to get an AA cannon deployed in the right place.
You underestimate the skills of snipers. While headon will be easier, if you give a sniper a known trajectory and a known speed, they could take the jumpers out easy like Lindsey Lohan.
Also, peek-a-boo can happen unless there is a cooldown, but at least the jumper is still in view as opposed to teleports which makes the thrustpads a better solution. Peek-a-boo may just be part of the game since we already see it in games with people doing it around corners and other cover. We'll see if they add a cooldown or not.
Stardouser
2012-05-18, 01:05 PM
You underestimate the skills of snipers. While headon will be easier, if you give a sniper a known trajectory and a known speed, they could take the jumpers out easy like Lindsey Lohan.
Also, peek-a-boo can happen unless there is a cooldown, but at least the jumper is still in view as opposed to teleports which makes the thrustpads a better solution. Peek-a-boo may just be part of the game since we already see it in games with people doing it around corners and other cover. We'll see if they add a cooldown or not.
And see, here is where this issue merges with TTK.
Should we really have snipers with 1 hit kills? Headshots I accept, always have.
But are we talking 1 hit kills to the body here? Alternatively, if we're talking 2-3 snipers setting up together and firing simultaneously, that's fine, I just don't want to see sniper 1 hit kills other than headshots.
And you know, there's another thing. Even people who like the pads idea, it doesn't mean that they are going to get used 20 times per minute. Snipers who deploy just to get jumper/thruster kills might find themselves getting less kills overall. just a thought.
headcrab13
2012-05-18, 02:46 PM
I'm glad to see that the majority of the community is for jump pads. It's a great idea, appears to be implemented well, and will be almost critical in big battles.
Xyntech
2012-05-18, 02:52 PM
I posted this idea in my jump pad thread in the idea forum, but I'll repost here since it is applicable to the discussion.
I think that the jump pads (no matter how they are implemented) should have a variable trajectory at which they launch players.
Basically, if you launch them at a slightly faster speed, you can launch them at a slightly lower angle. If you lunch them at a slightly slower speed, you can launch them at a slightly higher angle.
What this would do is reduce the ability for snipers to predict the speed and angle of a jump.
Combine this with either a cone of fire variance in where exactly a player will land, or some minimalistic movement control mid air so that players can manually adjust where they will land, and it shouldn't be hardly any easier to snipe a jump padding player as it would be to snipe someone running around on a base wall.
Ductape
2012-05-18, 07:20 PM
I think that people are forgetting that there are only jump pads in the structures. They are a tool for the defending team to better defend the base. The attacking team will still have to hoof it from place to place. Marching or catching a ride into the base.
I love the idea of rapid re-deployment for the defensive forces. I think that the idea is excellent for large bases. The defending force, even if outnumbered will still be able to hold out until their reinforcements arrive. However there is a risk involved with speed. If the defenders jump in groups, they are less likely to be picked off one by one by snipers, but will be more vulnerable to flack and AI guns. I think that in large battles, there will even be an advantage to traveling by ground sometimes
The attacking force I believe will also be able to manipulate the defending team, leading to interesting tactics and creating more stories to share later. Have a ton of snipers in the hills to draw away reinforcements or slow them down. Have an outfit flank and some panicking defenders may call most of the main defense, allowing for the primary assault to punch through. Maybe even post a bunch of snipers up in the hill somewhere then try and then combine the 2 to punch through where no defenders are guarding because they are fast traveling on the other side of the base
I think its a great idea, BUT ONLY for large bases. Seeing these across the countryside and all over the place surrounding the bases, where attackers can use them would be terrible.
Keep them, but only as quick transport/re-deployment for defenders in large bases.
DSxGIIR
2012-05-18, 07:30 PM
Jump pads make the game feel like Unreal tournament and Tribes. I think they should keep the jump pads that thrust you upwards then having the pads that throws you to point A to point B. Reason being is say you're chasing down you enemy and he uses the jump pads to evade your shoots and also gain some distance I feel like those things could be annoying but keep the vertical jump pad...IMO
IMMentat
2012-05-19, 12:15 AM
further thoughts
tower-tower movement could be almost as easily covered by bridges, especially if the pads end up as universal access.
It's the vertical pads I see as indespensible.
It's a fine line between ease of defensive access and fast-travel within a base.
In the end, it will be base layout (we have almost no info on this yet) and where the pads get positioned that decide if they will be a good or bad thing.
I hope SOE pull it off.
LancerNC
2012-05-19, 12:42 AM
I am pretty sure the pads are universal access, he used them as a TR infiltrator, TR MAX, TR light assault and NC Heavy Assault all in a VS controlled base. I see no problem with the pads being universal.
I have been lurking on these boards for quite some time now. These jump pads however are absolutely horrible though and have finally made me wanna register to voice my opinion.
The vertical "gravity well" elevators are bad enough but whatever I guess these would be less strain since they are not actual moving elevators.
The jump pads though are just awful and I seriously hope they remove them. Base defenders already have the re-spawn advantage when trying to hold off an attacking force. Giving them almost instant travel to most any part of the base is to much. If this was a 12v12 or 32v32 game then sure I could maybe see the need for this kind of a feature with the bases the size they are. But we're talking about 100, 200, 300+ people all being able to move to the far side of a base in seconds.
This is imo the definition of "dumbing down" a game. It removes part of the tactical aspects and promotes zerging. A force attacks from the north side of a base and the defenders all go there to engage them. But wait what it was only a small feint by the enemy commander to pull the defenders away from the south perimeter of the base where the main bulk of the attack force has been sneaking around to attack from? No problem the full defending force is able to quick jump to the south perimeter in just seconds after overwhelming the north side rouse force. Attackers have most always needed a larger force due to defenders being within a fortified area and that is how it should be. Now however the attacking force is gonna have to be exponentially larger than the defenders cause the defenders are able to respond to any threat from any direction with their full force within moments.
Ohaunlaim
2012-05-19, 01:34 AM
These jump pads seem like a quick fix idea after the devs discovered that huge bases take a long time to get around on foot. As has been mentioned this could actually be an issue when numbers are low and the line of attack is not yet known. But when there are perhaps a few hundred defenders at a base, all venues of attack can be monitored. Then, when the enemy finally arrives, the defenders on the wrong side of the base can slowly make their way to the other side (in the video I imagine this could take anywhere from 30 sec to a minute tops depending on class) while those on the correct side, with their turrets and wall cover, slow the enemy until reinforcements arrive.
Basically near instant travel to every part of a large base defeats one of the interesting factors of having a LARGE base. As well, having them outside the base in order to jump to high points (see unsuccessful attempt near end of video) defeats the point of having differing classes (light assault) or air transport.
Immersion is just a matter of taste and opinion. But here is mine: the whole idea of jump pads seems ridiculous and cartoony. Yes this is a game and not reality. But a jump pad able to do what those do to a person would instantly shatter bones either on launch or landing. At the least users would suffer severe concussions. Anyway, Planetside was a game closer to sci-fi battlefield than Unreal Tournament. Perhaps the intent is to shift it the other direction. If so these jump pads make the transition nearly complete.
If the devs really demand a speed up of infantry from base corner to base corner. They might consider people movers (moving walkways), one in either direction, between the towers. The covered walls already in place would be a perfect place for these. Such would provide fast travel, but also allow for fire-fights where such travel occurs. While flying infantry provides little risk except from snipers and defenders at the destination tower (who really thinks flack is going to detonate against infantry?)
Red Beard
2012-05-19, 01:47 AM
I have been lurking on these boards for quite some time now. These jump pads however are absolutely horrible though and have finally made me wanna register to voice my opinion.
The vertical "gravity well" elevators are bad enough but whatever I guess these would be less strain since they are not actual moving elevators.
The jump pads though are just awful and I seriously hope they remove them. Base defenders already have the re-spawn advantage when trying to hold off an attacking force. Giving them almost instant travel to most any part of the base is to much. If this was a 12v12 or 32v32 game then sure I could maybe see the need for this kind of a feature with the bases the size they are. But we're talking about 100, 200, 300+ people all being able to move to the far side of a base in seconds.
This is imo the definition of "dumbing down" a game. It removes part of the tactical aspects and promotes zerging. A force attacks from the north side of a base and the defenders all go there to engage them. But wait what it was only a small feint by the enemy commander to pull the defenders away from the south perimeter of the base where the main bulk of the attack force has been sneaking around to attack from? No problem the full defending force is able to quick jump to the south perimeter in just seconds after overwhelming the north side rouse force. Attackers have most always needed a larger force due to defenders being within a fortified area and that is how it should be. Now however the attacking force is gonna have to be exponentially larger than the defenders cause the defenders are able to respond to any threat from any direction with their full force within moments.
Couldn't agree more. Planetside's gameplay set it apart because it fostered cooperation, communication, planning and tactical deployment. Having jump pads is just going to increase the scope of the zerg cloud, within which the elements listed above would largely become irrelevant (at least to what it would be otherwise).
I want to say that I am really looking forward to playing a game which is plainly shaping up to be a well put together game (even with a lot of work to go), and I appreciate the dedication of the devs...I can see why the devs have the jump pads in the game at the moment...With low player density, you're just wasting your time in a playtest running from place to place, but does anyone honestly think jump pads would be nessisary when you have say, 300 people defending a base? Having stategically placed spawn points will already be more than enough to deal with any issue about defensive adjustments I think.
When you have hundreds of guys defending a base, it seems to me you'll have dozens of guys in the air at any given moment, which is well beyond 'silly'...people defend this idea saying that it's 'science fiction' so you shouldn't have a hard time accepting something that's not 'realistic'...Sorry; but science fiction isn't about suspending judgement, it's about being imaginative, and I hate to tell you jump pads ain't it. As I mentioned above, PS was set apart for integrating smart gameplay (on top of the scale), which is why it's probably my favourite game of all time. Jump pads definitely send the gameplay in the direction quake three arena, which is pretty much a lobotomised shooter IMO :bang: Sorry kids!
Anyways in conclusion I doubt they'l be needed at all, and if for some reason faster transport is needed, lets think of something more cool/creative/thought out than 'man cannons'. Peace.
Mechzz
2012-05-19, 02:00 AM
The base that we saw is wide open. No walls, no doors on non-critical areas.
So without some way to get away from the spawns, a base defence would very quickly be reduced to the spawn rooms, even quicker than in PS1 where at least you could move inside the base building before the enemy entered it. The base we saw was wide open to the wind.
It may even be that jump pads are going to cause massive casualties on the defending side due to landing-spot camping.
Still, the jump pads have changed my mental picture of the game quite a bit. I thought LA would be the (only) guys jetting over walls. Now everyone on the defending side can go bouncing about. Halo is the only game I played with that sort of mechanic, and it didn't have a hundred guys trying to do it at the same time. I just don't know how good/bad it will be because I have no concept of what it will feel like in a massive battle.
I think I get why the Devs put it in, but I really don't feel able to guess how it will feel to me as a player trying to enjoy it.
LZachariah
2012-05-19, 09:42 AM
I voted "No" on this, because there were only two options, and if I had to make an executive, black-or-white decision, I'd probably go with no. Do I think that these are a gamebreaker? Nah. Obviously, obviously, "beta will reveal all," in terms of how these play out. However, I worry that the massive size of these beautiful bases will be diminished if people can travel to them by soaring through the air, especially in what looks like a slightly "wacky" fashion. If there were lifts or tram-cars or something, that would perhaps seem a little less goofy.
So, I'm not raising any big red flags about this issue, but I suppose, if the Devs wanted to keep these launcher-pads, I'd say I would hope that they would only be in 25% of the bases, not all of them; not even close to all of them, in fact. I think (having not yet played the game at all) that there would be a more tangible feeling of weight and size in these bases of players couldn't rocket themselves to certain locations just by stepping on a catapult-platform.
Just me thinking out loud, but have no fear, this game looks Quadruple-A; I have no doubts that I and my entire Outfit of friends will adore it beyond all reason.
~Zachariah
Talek Krell
2012-05-19, 03:22 PM
How would people feel about making it a sort of zipline system after the fashion of Bioshock Infinite's "Skylines"?
Interspersed throughout
Not that...whimsical probably, but just having a set of magnetized tracks run between the towers that could be used for quick transport.
That would be mechanically interchangeable with the launch pads but less likely to make people wonder if they'd walked into the wrong recruitment hut and accidentally joined the circus (It would explain the brightly colored uniform!:p).
Personally I'd remove the whole thing, but I'll presume there's some reason the devs went with the mechanics they choose.
Zekeen
2012-05-19, 05:45 PM
Really, the biggest issue with jump pads is the idea of a jump pad feels out of place.
The numbers of the poll show a rather split community, but really in the end, it just means that we want the devs to tweak jump pads to fit in a bit more. Be it teleport pads, or making more sense, or something. The number of us in the "no" category will drove significantly if an innovative way of designing the jump pads was done.
Stardouser
2012-05-19, 05:56 PM
Really, the biggest issue with jump pads is the idea of a jump pad feels out of place.
The numbers of the poll show a rather split community, but really in the end, it just means that we want the devs to tweak jump pads to fit in a bit more. Be it teleport pads, or making more sense, or something. The number of us in the "no" category will drove significantly if an innovative way of designing the jump pads was done.
I think it simply means a good portion of the community likes them and a slightly less good portion of the community doesn't, I at least seek their removal, not their tweaking. Teleport pads would be better, but leaving the large scale of the game at large and uncontracted would be best.
Xyntech
2012-05-19, 07:39 PM
How would people feel about making it a sort of zipline system after the fashion of Bioshock Infinite's "Skylines"?
Interspersed throughout (http://www.youtube.com/watch?v=mN62jmLURwU)
Not that...whimsical probably, but just having a set of magnetized tracks run between the towers that could be used for quick transport.
That would be mechanically interchangeable with the launch pads but less likely to make people wonder if they'd walked into the wrong recruitment hut and accidentally joined the circus (It would explain the brightly colored uniform!:p).
Personally I'd remove the whole thing, but I'll presume there's some reason the devs went with the mechanics they choose.
I was actually thinking about something like that. I think it would feel a little more naturalistic for PS2.
It would also solve the problem of players heads popping up for snipers to hit from behind cover. Ziplining players would stay at a horizontal plain between their start and end point (unless the zipline itself went between a lower and higher point).
The only kind of strange thing would be seeing a MAX suit running along a zipline, but that probably wouldn't look any stranger than a MAX flying off a jump pad, so no real loss there.
All I have to say is jumppads are going to be fucking hilarious when you get a full platoon trying to jump across base. SOE really didn't think this through.
Stardouser
2012-05-19, 07:46 PM
I'm thinking that if we get anti-personnel mines, sending in some minelaying teams to hit the jump pads with them should be one of the first moves.
Toppopia
2012-05-19, 07:51 PM
I'm gonna love chucking grenades into the pads like in halo, awesome way to kill anyone using them. :D
Khorneholio
2012-05-20, 02:13 AM
Frankly... I'm floored at how many people like this.
This is the first thread I've read on the topic since watching the night-ops video. I fully expected to find a seething ball of nerdrage over this "Wile E Coyote, looney Tunes, ACME giant spring human catapult crap.
Instead I find the yeas outnumbering the nays...
:Boggle:
Mechzz
2012-05-20, 02:17 AM
Frankly... I'm floored at how many people like this.
If you look at the "base design variety" poll you'll see that at least some of us are open-minded individuals. We don't want every base to be like this, but to have one or a few that are different livens things up.
Speaks well for the future of the game imo. We can be OPS(TM)/Halo/UT all rolled into one huge game. Why would you play any other?
Timealude
2012-05-20, 03:24 AM
Im sure it would help if the jump pad were powered by a gen and if you took out the gen, It would disable the pads. I dont mind them being in the game as I can see the point of them being there. I dont think I would hate to be in a MAX having to try and get across one of those bases on foot, since we dont even know if the MAX running mode is still in the game as well as the vanu MAXs jump ability is gone, It would take a good 5 minutes to help reinforce the other side of the base.
Im sure it would help if the jump pad were powered by a gen and if you took out the gen, It would disable the pads. I dont mind them being in the game as I can see the point of them being there. I dont think I would hate to be in a MAX having to try and get across one of those bases on foot, since we dont even know if the MAX running mode is still in the game as well as the vanu MAXs jump ability is gone, It would take a good 5 minutes to help reinforce the other side of the base.
The bolded part is exactly why I personally DON'T want jump pads in.
Lets not encourage tactics like scouting the enemy's movements so we know which direction they are coming from and can deploy accordingly. Lets do away with trying to be sneaky and pulling the enemy away from the main attack force so they are not ready when we attack from the south and not the north like it looked like we were doing. Hell why not just do away with the large maps entirely and only have 1 hex to fight over so no-one is ever more than a few seconds away from any fight? :doh: /sarcasm off.
As a generality I am against fast travel options in most any game. Especially so when you are talking about the possibility of moving hundreds of players around extremely fast.
Stardouser
2012-05-20, 07:46 AM
If you look at the "base design variety" poll you'll see that at least some of us are open-minded individuals. We don't want every base to be like this, but to have one or a few that are different livens things up.
Speaks well for the future of the game imo. We can be OPS(TM)/Halo/UT all rolled into one huge game. Why would you play any other?
Jump pads aren't really an issue of base design variety IMO. They are a gameplay mechanic.
That said, the gap is closing on this poll, slowly but surely the supporters are losing ground.
PredatorFour
2012-05-20, 07:53 AM
I dont mind this that much, the caves did have similiar mechanics in PS 1. Im more concerned about the TTK tbh. If you remember what it was like to spawn/die/spawn/die in ps 1 defending a base, imagine what it will be like now when we die even faster ... and with more people playing.
Mechzz
2012-05-20, 08:12 AM
Jump pads aren't really an issue of base design variety IMO. They are a gameplay mechanic.
That said, the gap is closing on this poll, slowly but surely the supporters are losing ground.
The base design poll is a bit more nuanced (puffing myself, I know :) ). That poll shows that peeps enjoy variety.
This poll shows that put against the wall, people would rather not have only maniacal man cannons in their bases.
Tikuto
2012-05-20, 09:15 AM
No.
Never.
http://img.photobucket.com/albums/v18/Estimatedprophet/do-not-want-dog.jpg
I'd rather have the Light Assault have a unique function where when approaching location of previous 'jump pad' location, they are prompt to do a jump-thrust action into location like the previous 'jump pad'. I say previous because I really don't want to see them again.
Xyntech
2012-05-20, 10:35 PM
Jump pads aren't really an issue of base design variety IMO. They are a gameplay mechanic.
That said, the gap is closing on this poll, slowly but surely the supporters are losing ground.
To be fair, it's been pretty even, with an edge towards supporting them, for pretty much most of the polls existence. The poll is staying pretty much the same, with a lot of people against them and slightly more in favor of them.
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