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Spoof
2013-01-30, 11:30 AM
"Starts with some projectiles falling from the sky, followed by a lot more projectiles falling from the sky."

This is the roadmap concept for an Orbital Strike. We already have enough spam like this from Liberators, ESFs and tanks, and the proposal is to dumb down this unique weapon with more of the same - more boring, unimaginative projectile spam.

Let's take a moment to step back and think this through. What is it that separates an orbital strike from the mundane? What could mark it as different, special, memorable, interesting, an event...

1 Players need forewarning of the impending strike. Something like a blinding beam of light directed down from the orbital station. Sound familiar to anyone?

2 Players need a little time to play smart and evade. "Oh, fuc... ruuUUNNNN!" Picking up on a theme yet?

3 Players need fresh sets of underwear. An apocalyptic rushing sound accompanied by deep rumbling that shakes dust from the subwoofer, followed by a slamming rush of energy, billowing out in a shockwave of destruction... Those were the days!

Yes, that pretty much describes the orbital strike from PS1. Bloody spectacular it was! Awesome to watch from a moderate distance, thrilling to evade with quick-wits, and amusing for the noobs who instinctively stare up into the blinding light like startled deer with tears in their eyes, before it takes away their suffering.

That's what I call an orbital strike. Please, reconsider the 'throw some spam at it' design.


Btw, I did post in the roadmap thread but it doesn't show. There may be a bug with post limits or something.

Dkamanus
2013-01-30, 11:38 AM
My idea of a orbital strike on the Roadmap. 26 likes, 5 dislikes so far. =x

HOW TO DO THE ORBITAL STRIKE AND WHY THIS IS IMPORTANT TO HAVE:

Just so we start on good terms, this IS a small manifesto of what I think of the OS and how it should be applied to the game.

Let me make this perfectly clear, I'm not a PS1 Vet with a nostalgia case. The Orbital Strike IS a must in a game like this, specially since this game if very zerg friendly. We must consider the fact that, in this game, vehicles are just too easy to acquire and each added vehicles increases a force multiplier by a bunch, even if the MBTs in question are only 1 manned. Air units it happens the same, increasing the amount of force multiplier per air unit.

This can be very troublesome for small attacker/defending forces against a MUCH larger enemy, and the zerging bring out another problem, which LOTS of people have experienced in the game. There is a time this zerg with hit such a critical mass, that people start to avoid it, mostly because it has become SO huge, it's impossible to counter it unless ANOTHER zerg is thrown into the mix.

Both those things considered, the Orbital Strike is a tool that advanced players need in order to counter this massive incursion while defending a place, or while storming a heavily fortified position, in which case, the addition of a orbital strike by commander dedicated to the commanding aspect of Planetside 2 would give a lot of options and possibilities.

THE MAIN PROBLEM IN ORBITAL STRIKES

As we can see in the PS2 forums all around, and even in games like CoD or BF, the problem is the easiness that people fear that this tool will give in farming certs, using and abusing of a system that SHOULD NOT and CAN NOT be abused, in order to keep balance. What people fear is the immense power of this harnessed by gigantic outfits, with sufficient members to make the OS a spammable, total instakill object that will be spent on ANY occasion and any problem.

This is a very much valid problem people are concerned, and to adress this, restrictions are to be put in place. YES, this goes a little against the sidegrade thing SOE has planned, but a big problem in this game are the zergs and huge formations that are unbreakable simply because there is just a HUGE number of people, more people then bullets, and it kills ANY strategic effort any commander has to put in place in order to defeat it besides zerging back, simply because it has much more players against them, without any possible counter to it besides a second zerg.

Another problem is that we are SO accostumated IN GAMES to picture Orbital Strike mechanics as Total destruction tools that can make or break a match that people are afraid to have such a thing in planetside 2 and it breaks great combat and everything. EVEN more if its completely spammable.

SOLUTIONS TO THIS DILLEMA

First of all, restrictions. THESE MUST HAVE TO BE IN GAME. NOONE, including myself, wants a spammable easymode god's ray of death that grants a HUGE load of kill without any though or tactical use besides spamming it to hell. Restrictions is whats needed in THIS case, and therefore, some other mechanics need to be introduced, specially from PS1, since they worked, they just need some extra revamping.

Its called "Command Rank". It was a seperate rank awarded for those leading squads and platoons on planetside 1, which lead to special commander abilities that helped out with a LOT of things. THIS IS A MECHANIC THAT NEEDS TO COME BACK! It's a reward method, in a way, for commander players who like to command his troops effectively in a battlefield.

Command Rank was awarded by garnering Command Experience Points (CEP) based on the diffiulty of engagements in which the commander participated with his squad. If the squad is ghostcapping stuff, the CEP awarded will be minimal, as capping heavily contested bases will make for a good amount of CEP.

Here's the catch, however. In order to keep the Command Rank 5, players NEED to keep playing the game as commander in order to keep the CR5 level there. If you spend a week without playing the commander, you'll lose the CR5 and the ability to fire your Orbital Strike (NOT lose the purchased ability, you just can't fire it until you reach CR5 again). Make the loss of CXP bigger the higher ones Command rank is, so the player is forced to keep commanding. This will make people who like to command keep their role, while the FotMers not.

This IS an instrumental restriction needed for the Orbital Strike to work. We can't have it in the hands of ALL players available, as it CoD-ify the game even further, having a HUGE destructive power to a whole lot of players in a game where vehicles and air units play a VERY important roll.

BASIC WORKING ON HOW TO ACQUIRE THE ORBITAL STRIKE

In order to have the Orbital Strike, restriction must be put on place, for having such a powerful weapon in the right time can change the tide of a battle and consequentiely, the whole continent cap.
Some Basic restrictions concerning the players end:

Battle Rank 70 - This is a thing for advanced players, those who KNOW how to play the game and command for quite some time. Handing it out for new players will just not make em want to learn how to use strategically, using it on the first sign of trouble. And it adds a long term objective to a lot of players who like the command.

Command Rank 5 - This is a purchasable command rank 5 ability that adds to the arsenal of things a CR5 can do.

2000 certifications - It is an expensive tool, and a powerful one. It has to cost a LOT in order to make it the powerhouse we want it to be without breaking the game by having that many OS's firing over the course of one single battle.

And some Basic restrictions concerning the placement/usage rules the game puts on:

A player must point at a same location for 10 seconds - This is a restriction in the game rules. Think of infantry with a target laser designator. You can keep running around or the slightest miscalculation will make you miss the target, and therefore, a full 10 seconds stand still is needed. This is the first form of avoiding a OS from falling in your head, which is to snipe the commander in question. You can prevent a OS all together if having dedicated teams sniping for commanders trying to OS a place.

After the deployment, another 10 seconds are needed in order for the OS to be fully deployed - This is also needed for, in case of good deployment, people aware of whats happening can escape the area, minimizing the damage of a good organized platoon. This warning should be a visual effect of the place its about to get hit. I think audiable effect in the whole hex would scare the **** out of everyone, making all panic. Visual confirmation is the best.

12 hours cooldown - THIS is needed as well. Although I like having a OS ready in place, having it spammable will eventually turn this into OSside 2. A huge 12h cooldown is more then enough to award a commander 1 OS per gaming session (few people play more then 12h per gaming session), and will actually make having MORE commander desirable for multiple OS's per gaming session.

15 minute no-OS zone for the empire that fired on that specific HEX - This is also needed. Having spamming 5~8 consecutive OS because you have 8 commanders on your own outfit will turn this into OSside 2. Allowing one shot every 15 minutes on the Hex in question.

Commander's presence at the OS location to perform the ability - A commander MUST be in the same hex he's about to shot in order to order the Orbital Strike, so people can actually have a chance of stopping this from happening. Sniping has gained an Important utility now.

50% XP gains from the kills - This can or not be used, but the main idea here is to show that the OS is a tactical/strategy tool, not a farming toolm while still garnering something for those who actually spent ALL those certs into this.

50 meters Radius - Its a big enough radius to be used to deal with a chokepoint, while being unable to envelope a whole base with it.



HOW WILL THE ORBITAL STRIKE WORK?

The main idea is to have a commander use a Command Uplink Device (CUD, straight from PS1) that will allow it to give all his command abilities, from CR1 through CR 5. Having this is needed in order to also limit a little the functionality of a class in order to give another. I'll use my example. I run as a Light Assault, having the C4 always at the ready for it for some demolition job.

If I'll be doing some more heavy commander duty, such as platoon leader/faction leading, this tool should be in the utility slots in order for me not to keep everything that makes my class special. It's a tool you gain once after reaching CR1 and will allow a multitude of things, that I would not speak of in this thread.

With the CUD in hands, a commander will point his crosshair to a single position and hold it there for 10 seconds. That means TOTALLY IMMOBILE (Camera shutter thanks to explosions doesn't affect it). This means his a vulnerable target for 10 full seconds, even a longer ranges, specially if snipers are doing some commander sniping. Cover and positioning plays a keep strategic value in this for the commander to actually be able to fire the shot.

After this, we imagine the orbital placement is positioning and adjusting his position to fire at the location. Visual Effects must be in place for those 10 seconds, in order for people to actually have a chance to find either cover or run away from the spot that it's about to get bombed. Visual confirmation must only be used, as using audiable confirmation might freak out EVERYONE on the hex, even those not being a target, but this is something to be discussed as well.

After the final 10 seconds are up, a Orbital Strike on a 50m radius will hit ANYTHING for 6000 damage and destroy it or severely cripple it. Air units, being on the way of the OS, will be hit by stuff as well, but that'll prevent things below to recieve the damage the plane recieved. Infantry can find refuge on buildings while vehicles will have to run.

This can be a siege breaker or a defensive utility, without to total abuse about it. If a commander atempts to use it against a moving zerg, he has to compensate the timers he has in order to make the shot count, and for a complete immobile zerg tank column, it'll make em think twice before staying still trading shots.

WHY BRINGING BACK COMMAND RANK WILL MAKE THIS A GOOD THING

Commanders are actually missing a lot of funcionality to better lead troops and actually influence in a meaningfull way on the micro-based tactics and on the macro-based strategic levels. Adding CR5 is something players can work for, adds extra longevity to the roll without the need for extra vehicles and classes while still using the certification system for great effect.

Having abilities that help coordinate better in each CR level will make the Command rank meaningfull without having to spend ****loads of certs on them, as giving extra tools by SPENDING certs on them will give commander situational utilities that'll make em much more valuable targets in the field, without having to resort to XP rewards to surviving players, simply because in a strategic level, this can become the most dangerous player to a zerg.

COMMAND RANK CXP REQUIREMENTS AND REWARDS

These are examples of Certification Purchasable abilities for commanders. There would also gain abilities more directed towards coordination for each CR level achieved.

Command Rank 1
Command Experience (CXP) needed: 100,000 XP
Ability Unlock: Unmanned Air Vehicle
Cost: 100 Certs
Effect: Pinging a location, giving the location of EVERYTHING in a 100 m radius on the map for the commander for 30 seconds.
Cooldown: 20 minutes
Limitation: Must be fired on the same hex the commander is.

Command Rank 2
CXP needed: 200,000 XP
Ability Unlock: ???

Command Rank 3
CXP Needed: 400,000 XP
Ability Unlock: ???

Command Rank 4
CXP needed: 800,000 XP
Ability Unlock: EMP Pulse
Cost: 1000 certs
Effect: Disables everything electronic (minus infantry weapons, TR for being mechanical, NC for working with magnets and electrical currents and VS, cause aliens) in a 100m radius for 8 seconds. No protection from it, so buildings won't help out.
Cooldown: 2 hours
Limitation: Must be on the same hex to fire.

Command Rank 5
CXP needed: 1,600,000 XP
Ability unlock: Orbital Strikes
Cost: 2000 certs
Effect: Deals 6000 damage to anything within a 50m radius around the target location. Doesnt affect things under cover of buildings, bridges, rock formations, etc.
Cooldown: 12 hours
Limitation: Must be on the same hex to fire. After any OS of the same faction has been shot in that hex, a 15 minute cooldown is implemented in order for another shot to be made.

Empire Specific Orbital Strikes:
NC - Mass Driver Orbital Cannon [MDOC]- Fire several chunks of metal from the cannon, hitting with lots of debries for 6000 damage.
TR - Hellfire Missile Barrage [HMB] - Fire several missiles into one location dealing 6000 damage.
VS - Advanced Multi Lancer Battery [AMLB] - Fires several laser shots against a spot, dealing 6000 damage.

The way they act against each other must be different, but the end result must be the same. This is just an opinion on how the OS' must be named and should function.

FINAL CONSIDERATION

Considering all the pro and cons of the OS in nowadays games, specially FPSes, THIS OS idea makes it a VERY nice tool to be used against a large group if the commander knows its workings and when, where and how to use it, while being a total waste for the unexperienced. This will not be a farming tool if the devs know how to restrict a powerful weapon like this.

Thank you for reading this 6 page long manifesto on how the OS should work on PS2. Hopefully I'll be able to put it on the roadmap later on, once the thread stops sucking my posts there =[

Simple copy paste there.

Crator
2013-01-30, 11:43 AM
My idea of a orbital strike on the Roadmap. 26 likes, 5 dislikes so far. =x



Simple copy paste there.

I agree with restrictions. OS spam was the main issues with the OS in PS1. I'm not certain I agree that an OS is necessary for this game though.

Ghoest9
2013-01-30, 11:47 AM
Im a PS1 vet - I would be happy if Obrbital Strikes were NOT added to PS2.

I always felt they hurt the quality of the game.

EVILPIG
2013-01-30, 11:54 AM
The current plan is to have the OS a consumable and will cost resources.. You would buy the marker and likely have to aim it, like a Laz-Pointer. The bombardment would start slow and ramp up.

Personally, I'd prefer to not have the OS. We coordinate this effect with organized aerial bombardment already.

-If- the OS makes it in, I certainly hope they have empire specific ones.

basti
2013-01-30, 12:00 PM
The current plan is to have the OS a consumable, as in, it will cost SC. You would buy the marker and likely have to aim it, like a Laz-Pointer. The bombardment would start slow and ramp up.

Personally, I'd prefer to not have the OS. We coordinate this effect with organized aerial bombardment already.

-If- the OS makes it in, I certainly hope they have empire specific ones.

No one ever said a single word about OS costing Station cash, stop making shit up.


The cost would be resources, obviously, as every other consumable in the game.




But whatever, thats not important anyway. The important thing is to avoid the spam. having 525235250273895235 OS going down in one location just because why not was terrible in PS1.

But the restrictions shouldnt just lie in "you cant fire here because there was an OS already just a second ago", or "12 hour CD", but the basic ability to fire a OS needs to be heavily restricted, means even aquireing the cert should be something that isnt easy. And im not talking about making it cost loads of certs, that isnt a restriction, that just delays the problem.

We nee restriction that prevent 95% of the playerbase to ever get acccess to Orbital strikes. We need that, or OS need to stay out of the game.

Dkamanus
2013-01-30, 12:01 PM
The current plan is to have the OS a consumable, as in, it will cost SC. You would buy the marker and likely have to aim it, like a Laz-Pointer. The bombardment would start slow and ramp up.

Personally, I'd prefer to not have the OS. We coordinate this effect with organized aerial bombardment already.

-If- the OS makes it in, I certainly hope they have empire specific ones.

You're shitting right? OSGate will come crashing down on SOE if they do this, and the games image will be MUCH more damage once such a powerful weapons has to be bought. P2W all again.

Sir B Smythe
2013-01-30, 12:33 PM
Just no for crying out loud, its not needed in the game, end of.

Qwan
2013-01-30, 12:40 PM
There really isnt a command rank in PS2 right, I mean in BF3 they had command rank, and I think it worked out quite well. . . . . . . sorry wrong thread. I recant my last statement. :D

wasdie
2013-01-30, 12:49 PM
I think the OS should not just be something given to players by unlocking it via certs or SC. I believe it's something that each side should actively work towards owning.

For example, throw a single facility on Hossin when it's released. The owner of this facility can use the OS on the other 3 continents, but not on Hossin. This way the facility that controls the OS is always contestable and can never be defended with the OS. This means that the owner would have a considerable advantage on the other continent, but would always have to keep defenses on Hossin to protect.

Maybe link 3 amp stations to an interlink facility. Each of the 3 amp stations power the OS. If you control all 3 and the interlink facility, the OS recharges at a faster rate. If you own none of the amp stations, the OS doesn't recharge. Owning 1 or 2 of the amp stations charges the OS at a slow rate. The OS is tied to the interlink facility. If the interlink facility is connect to one of the amp stations and the owner's warpgate, it charges. This would give all of the sides the ability to slow down the charge of the OS and control it.

Could be fun.

EVILPIG
2013-01-30, 12:53 PM
No one ever said a single word about OS costing Station cash, stop making shit up.



I see no need for the "shitty" attitude. This was my understanding from my conversation with a developer. We all know by now that we get different information based on the source, as they always have multiple ideas kicking around.

I never make up information, nor claim something is true unless I personally saw or heard it from a reliable source. I just clarified this information, so I will correct it. I will post the actual plan in another thread.

Mietz
2013-01-30, 12:53 PM
My idea of a orbital strike on the Roadmap. 26 likes, 5 dislikes so far. =x



Simple copy paste there.

Just goes to show that something this substantial needs a complete redesign of the game mechanics or the introduction of new game elements.

PS2s design doesn't scale.

I would like to see the OS to be a beam-weapon that sweeps down a path for a set amount of time, or even multiple smaller beams that sweep in random directions over a set area.

This would make the OS avoidable as you can run/drive to the side. The graphic could be similar to the current squad and platoon map markers (they already look like beams from the sky). It would show a thin "laser designator" before it fires so people get warned before it hits.

As for OS restrictions, I'm not sure this can even be done without the proposed redesigns and I'm not holding my breath.
The OS will come, it will be spammable, all we can do is try minimize its impact by not making it like an automated AOE Dalton.

Timealude
2013-01-30, 01:01 PM
I think the OS should not just be something given to players by unlocking it via certs or SC. I believe it's something that each side should actively work towards owning.

For example, throw a single facility on Hossin when it's released. The owner of this facility can use the OS on the other 3 continents, but not on Hossin. This way the facility that controls the OS is always contestable and can never be defended with the OS. This means that the owner would have a considerable advantage on the other continent, but would always have to keep defenses on Hossin to protect.

Maybe link 3 amp stations to an interlink facility. Each of the 3 amp stations power the OS. If you control all 3 and the interlink facility, the OS recharges at a faster rate. If you own none of the amp stations, the OS doesn't recharge. Owning 1 or 2 of the amp stations charges the OS at a slow rate. The OS is tied to the interlink facility. If the interlink facility is connect to one of the amp stations and the owner's warpgate, it charges. This would give all of the sides the ability to slow down the charge of the OS and control it.

Could be fun.

This could work, but they would need to make it someone easier to take these bases as it would reward the steam rolling mechanic we already see in the game.

As for the CR ranks making a return, it would help fix the communication problem but the OS problem. In maybe a years time with all the double xp weekends they have been giving alot of people will have by 2 years easily. Maybe the combination of both these ideas might help, but there needs to be at least 2 interlink facilities per Continent in order to prevent one empire from dominating the world just because they have one facility on one Continent.

Aaron
2013-01-30, 01:08 PM
OS should be an energy beam, yes. It is one of those iconic Planetside things that should at least be included into the sequel. It could be very handy for breaking the zerg as well.

Might be a benefit for defenders too. For instance, perhaps you would only be able to use it within your own territory, so defenders could not be bombarded by it. Or maybe it can be used everywhere except for a sphere of influence around a base.

Must be heavily restricted though. Restrict it's access, and put in an anti-spam mechanic for OSs based on region or something.

PurpleOtter
2013-01-30, 01:37 PM
If they are going to put it in, and I sincerely hope that they do not, I think the orbital strikes should be Faction specific.

Vanu should get a gathering cloud animation (the prerequisite forewarning), followed an ion beam from the sky.

TR should get a tactical nuclear strike delivered by a cruise missile, the missile fly over animation being the incoming signal, followed by a mushroom cloud.

The Smurfs, in keeping with their faction tradition of ersatz munitions, get a "Daisy Cutter" delivered by an NPC Galaxy. It flies overhead, and a large pallet of C4 is pushed out the back and is delivered to the ground via parachute. Large conventional explosion then follows.

Sir B Smythe
2013-01-30, 01:41 PM
For those of us who are PS1 vets we full well know the mass OS fests that took place once everyone and their pet dogs had OS capabilities. It became a complete farce at times. I still say no to this idea no matter which or what way it is implemented.

Spoof
2013-01-30, 01:47 PM
I feared this would turn into a Yay/Nay debate, but that's ok.

What I really want to focus on in this thread - and hopefully catch the eye of the devs - is just how poor the current concept appears to be. PS1's implementation was a proper orbital strike, while this looks like something an accountant would dream up (or more likely copy from another game).

Miir
2013-01-30, 02:07 PM
They should make the OS be something the game controls instead of something a player has direct control over.

Two ideas come to mind. Mission based Orbital Strikes and Event based Orbital Strikes.

Mission based Orbital Strikes

This would be some sort of in game mission you would have to coordinate to accomplish. Take over and hold a number of up-link facilities while the dishes aligns. Then the game would target the hottest areas of the map and fire off some OS's. (warning the friendlies first)

Event based Orbital Strikes

An example of this would be if you are holding an outpost with one squad and an enemy platoon rolls in then the game would trigger the event for an orbital strike to even things out. A message would pop up from high command to let you know if you can hold out for 60 seconds (or whatever) that an OS is on the way. This may give the smaller group the edge it needed to repel an attack.

Crowd Control:

They could also use them as an aggressive way to manage population. Say there is a large battle that is getting to the point of hurting the servers performance. The game would trigger orbital strikes to start to thin out the area.

Dkamanus
2013-01-30, 03:59 PM
Just goes to show that something this substantial needs a complete redesign of the game mechanics or the introduction of new game elements.

PS2s design doesn't scale.

I would like to see the OS to be a beam-weapon that sweeps down a path for a set amount of time, or even multiple smaller beams that sweep in random directions over a set area.

This would make the OS avoidable as you can run/drive to the side. The graphic could be similar to the current squad and platoon map markers (they already look like beams from the sky). It would show a thin "laser designator" before it fires so people get warned before it hits.

As for OS restrictions, I'm not sure this can even be done without the proposed redesigns and I'm not holding my breath.
The OS will come, it will be spammable, all we can do is try minimize its impact by not making it like an automated AOE Dalton.

And I agree completely with you. There is NO way to avoid EVERYONE from getting this without some design changes. Having a larger penalty for not playing commander in the CXP loss for CR5 and high cert cost is what will make this something for everyone to achieve, if people play enough to unlock it.

I was basing myself on those awful CoD special abilities in MP, and wanted to avoid those things completely. The restrictions are actually there to make us have a Powerful Orbital Cannon WITHOUT having it spammable in a hex. We know people move in droves, unless there's a huge fight where everyone wants to participate, that would be a good time to use the OS, no simply waste it against 3 tanks.

Even with interlink facilities this would not be possible. Imagine in servers like Waterson or helios with huge population imbalances, what could happen having this owned for a LOT of time? Specially with Hossin being on the horizon? Having a winning side a BIGGER advantage with OS's isn't something I'd be much confortable for.

Mietz
2013-01-30, 04:51 PM
And I agree completely with you. There is NO way to avoid EVERYONE from getting this without some design changes. Having a larger penalty for not playing commander in the CXP loss for CR5 and high cert cost is what will make this something for everyone to achieve, if people play enough to unlock it.

I was basing myself on those awful CoD special abilities in MP, and wanted to avoid those things completely. The restrictions are actually there to make us have a Powerful Orbital Cannon WITHOUT having it spammable in a hex. We know people move in droves, unless there's a huge fight where everyone wants to participate, that would be a good time to use the OS, no simply waste it against 3 tanks.

Even with interlink facilities this would not be possible. Imagine in servers like Waterson or helios with huge population imbalances, what could happen having this owned for a LOT of time? Specially with Hossin being on the horizon? Having a winning side a BIGGER advantage with OS's isn't something I'd be much confortable for.

What if we tied the OS to facilities? I.e. completely removed it from player hands as a consumable or ability

How it would work:
-A "turret" (structure/terminal) a player can get into/use if he has the cert (OS certification)
-Range is the hex you are in currently
-shows a bird-eye view of the current hex (map view?), enemy visibility only what is spotted.
-player places marker(s) in the view and there is a warm-up time of ~5 minutes with a visible visual and audible cue around the base/hex (like when you take over amp stations/tech plants for example) target is locked and cant be changed
-after 5 minutes the laser designators appear for the players and they have ~10 seconds to either seek cover or die.
-turret/console is destructible (hackable?)
-placement of console could be somewhere near the SCU or a dedicated building for smaller facilities. Important: needs to be defensible
-cooldown to fire is 10 minutes making the total re-fire time 15 minutes (half of an average well-defended base capture)
-large facilities get the BFG edition OS (hard hitting, large area or multiple targets)
-small facilities get the small OS (less dmg, less AOE)
-Towers get medium OS (less dmg, more aoe)

I didn't think this through to the end, but what do you think?

Problems I can see is players fighting (TKing) for the "seat" and others wasting the OS on some 2 guys in a flash.
You could have a new SL certificate to place a target marker for OS (request OS) which would be visible in the birds-eye view (for the noobs that don't know where to shoot with it).
Also make the certification relatively expensive but not unreachable.
Like...500 certs, not buyable in the shop, that should at least lock out the BR5s from accessing the OS nilly-willy.

Also make it a prerequisite to actually be an SL maybe?

EVILPIG
2013-01-30, 05:04 PM
I have an idea for Orbital Strikes. I'm going to share the basics here.

One of the major concerns about the Orbital Strike is that seemingly no matter what the conditions, if you make them player controlled, they will eventually become to spammy. So, I have come up with an idea for Orbital Strikes being tied to an event.

The event could either happen on a schedule, like every other day at 4pm PST, or Fridays at 6pm, or whatever schedule suits. Or, the event could be triggered by a map condition. Either way, it would simply be an event and it would not happen all the time.

The event would be a battle to control a Space Station. A warning that the event was about to begin would be announced globally and at the start time, access to the space station would open up.

The space station would be a massive structure. I mean, about half the size as a current map. It would be like a large city with tight corridors and choke points, as well as massive open areas, like hangers and such. There would be no vehicles spawns, but there would be some turrets in certain areas. There would be control points or some form of overall objective to fight for. Whoever gains control of the space station wins and everyone gets ejected.

Once an empire wins control of the space station, the station would then fire 10 Orbital Strikes over the next 3 hours. The OS would be a massive beam that would aim at the hottest hotspot and it would be coded to not injure anyone from the winning empire.

Depending on the schedule, this would happen once a day or less frequently.


*EDIT* Apologies, I started this a few hours ago and had to step out, I just completed it.

Mietz
2013-01-30, 05:08 PM
I have an idea for Orbital Strikes. I'm going to share the basics here.

One of the major concerns about the Orbital Strike is that seemingly no matter what the conditions, if you make them player controlled, they will eventually become to spammy. So, I have come up with an idea for Orbital Strikes being tied to an event.

The event could either happen on a schedule, like every other day at 4pm PST, or Fridays at 6pm, or whatever schedule suits. Or, the event could be triggered by a map condition. Either way, it would simply be an event and it would not happen all the time.

The event would be a battle to control a Space Station. A warning that the event was about to begin would be announced globally and at the start time, access to the space station would open up.

The space station would be a massive structure. I mean, about half the size as a current map. It would be like a large city with tight corridors and choke points, as well as massive open areas, like hangers and such. There would be no vehicles spawns, but there would be some turrets in certain areas. There would control points or some form of overall objective to fight for. Whoever gains control of the space station wins and everyone gets ejected.

Once an empire wins control of the space station, then the station would then fire 10 Orbital Strikes over the next 3 hours. The OS would be a massive beam that would aim at the hottest hotspot and it would be coded to not injure anyone from the winning empire.

Depending on the schedule, this would happen once a day or less frequently.


*EDIT* Apologies, I started this a few hours ago and had to step out, I just completed it.

Actual infantry fights in covered and enclosed spaces with no vehicles with empire wide-consequences and an objective?

http://philly.barstoolsports.com/files/2012/09/i-like-you-but-youre-crazy.jpg

Javelin
2013-01-30, 05:47 PM
Or how about just tying orbital strikes to the upcoming Interlink Facilities? No Interlink Facility = no orbital strikes. Its not as fancy as your idea (very cool though) but a lot more economical development wise.

You can further limit OS by only making 1 Interlink Facility per continent so it becomes a fulcrum of action like the Tech Plant on Esamir.

Hamma
2013-01-30, 08:12 PM
Making OS's cost SC would be a shitty idea but hey at least there wouldn't be a millon of them :lol:

Reaver
2013-01-31, 04:39 AM
I don't really see the point of orbital strikes or any on demand artillery that fails require coordination. If artillery is what they want to add then they should make mortars for infantry and add indirect fire tanks for vehicles that don't require rendering to cause damage to targets much like grenades do.

Ohaunlaim
2013-01-31, 05:41 AM
Orbital strikes in PS1 were put in place with a purpose to assist in ending stale mates and allowing defenders a chance to push back out of their bases. The base designs in PS2 already prevent the possibility of stale mates. Orbital strikes are pointless now (except at the Crown).

Don't introduce OS until the game is balanced well enough that we have regular stale mates and little chance to end them.

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That being said, another possible (though controversial) method to limit OS spam would be to restrict its use to squad leaders. Every member in the squad would increase the power of the OS by 5%.* But squad members that have OS certed increase the power by twice that. When the OS is used ALL squad members have their OS timers reset.

At the very least this would reduce the possible OSs by half. In a perfect situation you would reduce it to 1/12th the number.

*(or increased radius, longer duration, quicker call down, some combination, or whatever)

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Another way to reduce the number of OS is to allow them to grow in strength over time. The longer one doesn't use their OS the better it gets. I'm thinking days or weeks here, not hours. A standard 3-4 hour OS timer would be needed of course. But if you don't use your OS for 12 hours it gets 5% better. A full day later and its 10% better. 36 hours after that its 15% better (day 3 -72 hours- after last use). This pattern would continue so that if you wanted to better your OS to double you would have to wait 105 days (or 410 days to triple its awesomeness).

Anyway, while those numbers might not work perfectly, the point is to reward those players that DON'T use their OS at every chance.

Dkamanus
2013-01-31, 07:58 AM
Or how about just tying orbital strikes to the upcoming Interlink Facilities? No Interlink Facility = no orbital strikes. Its not as fancy as your idea (very cool though) but a lot more economical development wise.

You can further limit OS by only making 1 Interlink Facility per continent so it becomes a fulcrum of action like the Tech Plant on Esamir.

The problem I see with this is the following. The offense, which might already have the advantage, will gain ANOTHER, even more powerful advantage in order to counter a defense. And with such a thing, how will this avoid one side to spam the thing anyway?

The problem isn't the ability to get one. Is the ability to spam it indiscretionately and in succession. If that happens, its power will be nerfed to useless levels. I prefer my idea mostly because with all those restriction it does give us a true orbital Strike, not an orbital BB gun.

Catfart
2013-01-31, 09:18 AM
They should make the OS be something the game controls instead of something a player has direct control over.

Mission based Orbital Strikes

This would be some sort of in game mission you would have to coordinate to accomplish. Take over and hold a number of up-link facilities while the dishes aligns. Then the game would target the hottest areas of the map and fire off some OS's. (warning the friendlies first)


I like this idea. It would stop the one man and his dog problem. Makes the act of firing a strategic objective.

How about the OS is triggered when terminals in three different Up-Link bases are activated by the same faction, whether or not the base is under their control. A faction could own one base, a small strike squad could punch through to another, and a single infiltrator activates the third.

Only put one terminal on each continent, and you have a reason to co-ordinate inter-continental batttles.

So it would give a reason for simultanious tactical actions (Possibly across continents), and give objectives that small squads can undertake.

Dkamanus
2013-01-31, 09:24 AM
I like this idea. It would stop the one man and his dog problem. Makes the act of firing a strategic objective.

How about the OS is triggered when terminals in three different Up-Link bases are activated by the same faction, whether or not the base is under their control. A faction could own one base, a small strike squad could punch through to another, and a single infiltrator activates the third.

Only put one terminal on each continent, and you have a reason to co-ordinate inter-continental batttles.

So it would give a reason for simultanious tactical actions (Possibly across continents), and give objectives that small squads can undertake.

Remember that people can be in Highly contested spots and winning the engagement. There's no way for the server to select WHICH place to bombard and may end up helping the enemy defenders, when it should help our friendly attackers.

Catfart
2013-01-31, 09:30 AM
Remember that people can be in Highly contested spots and winning the engagement. There's no way for the server to select WHICH place to bombard and may end up helping the enemy defenders, when it should help our friendly attackers.

Totally agree, this idea is only about when it can be used.

I think where the OS hits is a separate problem. Off the top of my head, why not give squad and platoon leaders a vote on which hex to hit.

Sturmhardt
2013-01-31, 09:52 AM
OS had a place in ps1 to crush very good defenses that were very hard to overcome in other ways. there are no such defenses in ps2 so I don't think OS has a place in ps2.

.sent via phone.