View Full Version : Player built objects.
wasdie
2012-06-08, 03:00 PM
Now I've read that engineers can build turrets, but is that? Will there be the ability to build cover?
With the hex grid and spreading out the fight away from the bases, it makes logical sense that engineers with the proper cert can build cover anywhere. I'm thinking of the possibilities for engineers to create a forward on a hill to defend the few hexes it overlooks.
I think I've heard that this is apart of the game but I haven't actually seen any of it in action.
If it IS in the game, what do you all want to see as player built objects? As I said, I would love to see cover. The ability to make walls of various heights, maybe a bunker/like object, small towers to give you more visibility over the landscape.
I think this cover should also be able to be destroyed but not by any vehicles, you should have to actually destroy it with an engineer tool or placed explosives. It would be kind of worthless if the cover could just be blown away. Turrets should be able to be destroyed, but not cover.
To make sure the area doesn't get littered with junk, there would have to be a limit of how many objects of a certain type get placed in each hex and by each player. So you would need 2-3 engineers to put together a forward base. Also the cover disappears after awhile if there is no population in the hex for some time.
What do you all think? I want to hear some different opinions and ideas surrounding that.
QuantumMechanic
2012-06-08, 03:19 PM
It's been mentioned several times that engineers can build cover of some sort - but I don't think that specifics have ever been spoken of. So it's probably not implemented yet.
I would really like to see this added though. Since the infiltrator is the new "gadget guy" I think the engineer could use some more love. But I'm assuming that like in PS1, additional engineer functionality is going to be added post-launch.
Gonefshn
2012-06-08, 03:30 PM
I think the form of cover they can put down in in the form of shields. I would like to see some hard cover that isn't see through though.
There was talk very early in the development cycle of making it more of a sandbox game earlier down the line (years), allowing more player made outposts etc.
Nasher
2012-06-08, 03:36 PM
When someone mentions "player built objects" I can't help thinking of garry's mod :D
http://www.youtube.com/watch?v=-OxDTbL2Oew
QuantumMechanic
2012-06-08, 04:02 PM
"Empires" was a lesser known HL2 mod that allowed engineers to build walls etc, as well. It allowed for some pretty dynamic gameplay.
Shogun
2012-06-08, 04:06 PM
engineer built covershields are confirmed. and the turrets.
don´t know if we have other confirmations yet.
the more an engineer can build, the better!
wasdie
2012-06-08, 04:31 PM
I figure with the battle being more spread out, being able to set up forward bases and fortified observation posts would be great. Some hard points to define a frontline.
ChargerCarl
2012-06-08, 05:02 PM
trenches would be sweet
Fafnir
2012-06-08, 05:09 PM
After reading this I draw some pics and posted new thread in Idea Vault forum. See for yourself :p
Deployable shields for Engineers (http://www.planetside-universe.com/showthread.php?t=42382)
Whalenator
2012-06-08, 06:53 PM
Now I've read that engineers can build turrets, but is that? Will there be the ability to build cover?
With the hex grid and spreading out the fight away from the bases, it makes logical sense that engineers with the proper cert can build cover anywhere. I'm thinking of the possibilities for engineers to create a forward on a hill to defend the few hexes it overlooks.
I think I've heard that this is apart of the game but I haven't actually seen any of it in action.
If it IS in the game, what do you all want to see as player built objects? As I said, I would love to see cover. The ability to make walls of various heights, maybe a bunker/like object, small towers to give you more visibility over the landscape.
I think this cover should also be able to be destroyed but not by any vehicles, you should have to actually destroy it with an engineer tool or placed explosives. It would be kind of worthless if the cover could just be blown away. Turrets should be able to be destroyed, but not cover.
To make sure the area doesn't get littered with junk, there would have to be a limit of how many objects of a certain type get placed in each hex and by each player. So you would need 2-3 engineers to put together a forward base. Also the cover disappears after awhile if there is no population in the hex for some time.
What do you all think? I want to hear some different opinions and ideas surrounding that.
I actually have a platoon in the 666th purely devoted to making forward bases/hardpoints. So yeah, I would be very, very interested in this.
Figment
2012-06-08, 06:54 PM
http://media.giantbomb.com/uploads/0/864/623994-mobile_construction_vechile_super.jpg
<3
Aah...
Also, check out Hayoo's PS Idealabs for a lot of ideas on emplacements (http://www.planetside-idealab.com/idea_emplacements.shtml). Deployable bunkers (http://comms.planetsidesyndicate.com/showpost.php?p=52301&postcount=3) would be great too, as well as a way to set up trenches without actually having to cut through the map:
_______/=|___|=\_______
Dloan
2012-06-08, 08:13 PM
I would hope for something with a little more vision in the future. Empty continents. Outfit built bases, fortifications, towers etc. Capturable, destroyable.
AirFell
2012-06-08, 08:26 PM
player-made Forward bases where one of the best parts of playing BF2: Project Reality mod.
Now that was a game about logistics and tactics.
Knightwyvern
2012-06-08, 11:02 PM
engineer built covershields are confirmed. and the turrets.
don´t know if we have other confirmations yet.
the more an engineer can build, the better!
Amen to that!
They do have AT mines as well, and i'm hoping for more turrets (AA, AV, etc) along with as many other options as possible. I'd love to be a part of an Engineering squad that sets up a kickass FOB.
Johari
2012-06-08, 11:08 PM
http://www.hamma.ws/ntemp/Infantry/Engineer/EnginACE.jpg
3 different turrets, a shield, and some sort of ammo resupply.
Thank and check Neuro's thread for these. http://www.planetside-universe.com/showthread.php?t=42395
Xyntech
2012-06-09, 02:22 AM
MANA turret and a Spitfire turret. I wonder what the Spitfire does, if there are no artificial intelligence controlled turrets and the MANA turret already seems to cover the player manned machine gun role.
My first guesses would be that either it's just a placeholder until they add more actual options, or there may still be a chance that the game will have some ai controlled turrets.
Sledgecrushr
2012-06-09, 04:21 AM
I really hope that several engineers can get together and reallly build some awesome multi layer defenses. I would like to see tank traps deployable. Whats the point of having these defenses if a tank can just drive over them.
Mechzz
2012-06-09, 05:06 AM
I really hope that several engineers can get together and reallly build some awesome multi layer defenses. I would like to see tank traps deployable. Whats the point of having these defenses if a tank can just drive over them.
Good point Sledge. In fact it gave me an idea about the open bases I was complaining about a while back. The reason they are open is that they were not built as military fortifications. So to give us the ability to put down some area-denial walls etc. to turn an amp station or biodome into more of a fortress would really add to the game imo.
I'm sure this has come up in other threads.
Knightwyvern
2012-06-09, 05:24 AM
Well damn! :D That's a great start for the launch of the game. Tank traps and other obstacles would be a great addition too. I'm looking forward to seeing how far they can take the Engineer.
Saifoda
2012-06-09, 07:48 AM
...
I think this cover should also be able to be destroyed but not by any vehicles, you should have to actually destroy it with an engineer tool or placed explosives. It would be kind of worthless if the cover could just be blown away. Turrets should be able to be destroyed, but not cover.
...
I think vehicles/air vehicles should be able to destroy the objects, but it would take a while. And it would be varied based on the cover. If we get to the point where engi's can build small towers, those should probably be more difficult to destroy than, say, a little wall (gen-1 certing for engi or however it goes; assuming this would all be certed in to). I figure make it destructible just like vehicles, but with way increased armor so it takes more than just a couple of tank shells to destroy the stuff, but would actually take a full barrage from a tank collumn and/or a couple of passes with an AV lib to do any significant damage.
Thoughts on what could be built:
Walls:
Low (low enough that when crouching can still be fired over; ~3')
Medium (when standing can still fire over; ~5')
High (with firing ports; ~8')
Bunkers maybe?
Could have multiple firing ports with increased number of firing ports with higher certs, increased area covered (firing ports covering the flanks and/or rear) perhaps even a little "aid station" (temporary and limited medical supply thing in a small back room [and by back room i mean 4 feet to the rear of the front of the bunker] that would only be able to heal, say, 200-500 points before it's eliminated; same with an ammo cache. Could cert both of those to go higher)
Small towers?
Nothing like what we saw in PS1, maybe just a 2-storie platform with a ladder so it's more of like a lookout tower with some height advantage, rather than a beastly concrete zerg hub.
With the whole firing port concept you could go with a mechanic that let's you mount your weapon (sniper rifle, carbine, LMG, SMG, whatever you've got) and it gives increased stability and maybe an additional 1.3x zoom or something, kind of like when you occupy a mounted MG position ala COD/MW3 (I know that's tabboo around here, but think about it a minute). I'm not saying "Let's have automatic mounted weapons on all firing ports" but what I'm saying is you could occupy the firing position almost as if it were a position in a vehicle, but you don't get to use a fancy spec'd up weapon except what you're carrying on you. ....or maybe the engi's COULD cert into getting good weapons for their bunker mounts? Maybe for the future? Idk what I think about that idea quite yet, but just thought I'd throw it out there since it popped in my head. You also don't have to enter the firing position same as you would a vehicle; you can just stand in it and fire through the firing port (might give you a greater area to work; with the position itself only having a 20-30º firing arc or something but with "free fire" you can have all 60-70º that are visible to shoot, but with normal accuracy because you don't have the increased stability from the firing port).
EDIT: I think it's safe to say this is a given, but just as a disclaimer in a sense, I'd like to say that all of this needs to be certed into, and I believe should be part of the engineer's cert tree (and waaaaay down the engi path, kinda like advanced/combat engineer in ps1). Also, just as with all things except standard weapons and ammo, this stuff needs to cost resources; don't want to see the landscape turn into a jungle of player emplaced walls, bunkers, and towers. Not interested in that in the slightest. Only if there's a popular route to be taken and you know the enemy is going to pushing against it soon (perhaps a base you own is under attack and you know it's gonna be lost but you're just trying to hold onto it for as long as possible as a delaying action to keep the tech facility or whatever they'll go after next from being taken down; so as part of that delaying action you have your engi's spend some good resources to setup a little defensive spot to cover the road so the tanks can't just roll on through without a fight).
mirwalk
2012-06-09, 09:16 AM
You would need to rezone the map a bit on where you could put up walls. Reason I say this is we saw some of the bunkers in the live stream for the capture points. And two engies could put up walls to block the doors. with constant build/ repair spam they could probably keep a large force at bay. Especially as it would keep the enemies out in the open instead of allowing them to hold the building.
JHendy
2012-06-09, 09:44 AM
I really hope that several engineers can get together and reallly build some awesome multi layer defenses. I would like to see tank traps deployable. Whats the point of having these defenses if a tank can just drive over them.
Good idea. PS1 has this in the form of TRAP (http://wiki.planetsidesyndicate.com/index.php?title=Tactical_Resonance_Area_Protection )s. I'd like to see access denial strategies made possible in PS2, too.
PrISM
2012-06-09, 09:54 AM
"Welding detail, we've got tank traps to build."
mirwalk
2012-06-09, 10:17 AM
Did anyone ask or find out through playing during E3, if there is any limit to mines? Could me an a LA buddy pretty much cover a base? or would it be more of 4 then old ones disappear?
I saw in the store claymore mines that were bought by grenades. Would be interesting in coating a base with those... Though the resources would do you in.
IMMentat
2012-06-09, 03:26 PM
As linked earlier (thanks again Neurotoxin)
Engineers will get shield generators.
IMO we should get 3 types of deployable cover unless that generator can be modified by the engineer that made it.
http://i50.tinypic.com/2drzhi.jpg
The modulator and shield generator should share the same hitpoints, each shield from left to right should have increasingly more hitpoints or duration (bubble is weak/short duration porta-cover is sturdy/long duration).
The shield itself should be 1 way to projectiles, 2 way to units, allowing friendly fire to leave but having limited hitpoints/duration to prevent abuse. Only 1 may be active in an area at a time and only a limited number of uses per player (reloadable only by using a vehicle/base equipment terminal).
A holographic image to assist in deployable placement will always be useful as would an on-screen image showing the currrent and maximum deployable items available. Lets arbitrarily say 10 small (grenades/mines) and 2-6 medium (ACE manufactured MANA turrets, generators and dispensers) deployables per player.
If the engineer swaps class explode/deconstruct half the total allowance, oldest first.
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