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View Full Version : A series of suggestions to improve gameplay and future metagame ideas.


klungo
2012-10-11, 05:52 AM
(I am re-posting this thread from the official beta forums to see what some planetside vets think about my ideas. Feel free to leave me some feedback and let me know if you agree or disagree with any of my ideas.)

I am simply going to compile a list of things I want to see added to this game even if it comes post launch and elaborate on why I think these would make the game better. Be aware that this is a very long post and represents most of my ideas for things that could possibly be added post launch.

1. Combine the lattice system and the hex system into one.

So how would this work exactly? Imagine the old lattice system from ps1 but with hexes around each base and to fill the areas around each continent. Much like the current system this would allow smaller groups of players to capture outposts and generate resources for their empire. The bases on the other hand would require a lattice link before being vulnerable for capture and should require a large combined arms effort. The influence system would remain relatively the same as well, so if you capture several hexes or towers surrounding a base you can then gain the benefits of that influence so long as you have a lattice link to take the base.

2. Improve base fights by making them more complex and challenging.

The developers are already taking a step in the right direction as of recently with the addition of shield generators to keep anyone from just walking in with no resistance. There are a few things however that I think could add a lot of gameplay options to base assaults. My idea would be to keep the outside of the bases relatively the same as they are with the shield generators on the ourside, but to add an underground network of corridors that houses vital systems such as the spawn control units and the base capture point. I would also like to see some sort of computer mainframe much like in planetside 1 that would allow an advanced hacker to temporarily disable things such as equipment terminals and base turrets. This would obviously be reversible in some way just like with the shield generators and spawn control units. Destroying or disabling vital systems within the base I think should also contribute to capture speed. If someone goes straight for the capture point on a base without any influence and ignoring everything except shield barriers that block their path, then the capture speed should be very slow(roughly 25-30 minutes for a full capture with no interference). Disabling base defenses, subsystems, and influence in the area would all dramatically speed up this process(to around 5-10 minutes assuming you have almost total control of the base and 100% influence). This not only would make base assaults longer and more important, but it would also encourage people to focus on fighting at every level of the base and the areas surrounding it instead of simply trying to break through and rush for the capture point. On a final note I think there should also be locked doors that must be hacked into to reach the vital systems on a base(more on hacking later however).

3. Improve the class system by adding more weapon versatility and more universal certifications.

I do think that the class system in ps2 has some serious potential and could be much better than the ps1 "tetris style" inventory system. The main issue for me is that the class system is too restrictive and linear currently and should allow each class to have more gameplay options. As for weapons, I think that sniper rifles should be reserved exclusively for the infiltrator but not allow the infiltrator to use anything heavier than a carbine or shotgun. As for the rest of the classes I think that weapon choices should be virtually unrestricted. This means that scout rifles(snipers with less power and range), carbines, shotguns, assault rifles, lmgs, and heavy assault weapons would all be usable by 4 out of the 5 infantry classes not counting the MAX of course. This means you would still be restricted to one class at a time such as the medic, but would be able to choose between long range support(with a scout rifle) or close range support(with a heavy assault gun). Heavy assault guns would also slow down lighter classes and weigh down the light assault so they can not use their jet pack as efficiently when they are using a heavier weapon in order to balance out their firepower. There should also be a separate slot for universal tools (not consumables) that allow each class to specialize further. This would include devices such as the REK for capturing bases and unlocking doors, the T-REK for disabling vehicles or base systems(as well as for vehicle jacking potentially if it is ever added), and the command uplink device for calling down artillery and EMP strikes as well as detecting enemies. These devices would obviously all be tied to universal certs and only one would be equipable at a time, but would allow any class to further specialize into an additional role that is not directly associated with their class. This means that to capture anything in the game you would need at least one person with basic hacking certs, where as more advance tools such as the command uplink device would require command rank certs. These devices however as stated earlier would be a separate equipment slot meaning each class would take a max of one grenade choice, one consumable item, and one support device per loadout. I think that there is also a lot of potential to add support devices that were not in planetside 1 meaning there could be even more potential for class specialization. This would fill the void for universal certifications that is currently extremely limited in the game.

4. Future meta game and base benefits

Matt Higby has already implied during the recent stream that the current setup with warp gates and continents will be temporary until more continents are added to the game. What I would like to see eventually is a return of the home continent system and being able to fully capture and lock out a continent. Along with this, I would also like to see a return of continental benefits from holding facilities such as vehicle shields for holding an amp station. It would also be interesting to see more bases added to each continent and to see more variety in the bases such as bringing interlink facilities back and giving each continent a capital base much like in ps1. This would allow for base assaults to be more frequent and would keep the focus of battle on the bases themselves while still having in reasons to fight over every inch of the map with the hex influence and resource systems. Once we have more continents and have established meaningful meta game and continent locks, it would be great to see the resource system tweaked to give global income for each empire. This would encourage fighting on continents that that are being mostly controlled by another empire since you will not be punished for having little or no territory giving you a reason to fight there.

5. A few general gameplay tweaks.

A few gameplay tweaks I would like to see would be to make grenades and combat knives as items that the user actually selects much like their regular weapons. An alternative to this would be to allow quick knifing/grenading but make it so knife slashes and grenade tosses are stronger when the item is manually equipped. So instead of quick grenade throwing, you could hold the mouse button instead while grenades are selected and throw them shorter or longer distances based on how long the mouse button was held. As for the combat knife, this would bring back the strong attack mode that kills faster but generates a loud noise which would make knife kills more satisfying and skillful. I like this system because it gives you the feeling of having more items on you rather than right now where the most items a single class can actively select is around 6 leaving space for at least 4 more slots on the 1-0 key grid. I am also hoping that MBTs are redesigned either before or post launch so that they require a full crew to operate. Each tank would have 3 seats much like a liberator. The driver would be in control of the vehicle, the special abilities or countermeasures, and a small hull mounted MG similar to the magrider in PS1 for self defense. The gunner would have control of the main cannon and any coaxial guns mounted on the cannon so they can focus entirely on shooting and would bring back the teamwork from PS1. Lastly there would be a third seat for a separate player to control the top mounted turrets much like they currently do. This would not only remove the problem currently with MBT spamming and make the lightning tank more common and useful, but would also make crewing a MBT a very rewarding and team oriented experience much like in PS1. This would mean that all of the MBTs would have to be slightly redesigned to accommodate this, especially in the case of the magrider, but this to me is one of the most important issues regarding vehicle balance in the game right now. Without this solution then there will never be a reason to use the lightning for anything other than the skyguard turret.

6. Implants

I lastly wanted to touch briefly on implants and how I think they could be improved. I think that implants could be divided into two different types and you would unlock these based on battle rank. Minor implants would represent the current system where players use auraxium to buy a max of three different stat boosters that give small bonuses such as reload speed but only last for a period of time before they must be purchased again. A seperate series of slots could be added to represent major implants. These slots would also be unlocked by battle rank and would grant you a max of three choices at a time. Major implants would be active abilities bound onto a small portion of the HUD and would be similar to the implants in ps1. These abilities would range from things like surge which gives you a temporary burst of speed to vision modes such as darklight vision from ps1 or even new ones such as thermal/night vision. These major implants would be a one time purchase but would cost significantly more auraxium. These implants should also be tied to implant terminals to avoid them from being changed in combat or swapped from basic equipment terminals and have cool downs to prevent them from being used excessively.

Phrist
2012-10-11, 10:04 PM
I agree on everything.