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View Full Version : PS2's Orbital Strike - The current design plan.


EVILPIG
2013-01-30, 12:59 PM
I have some additional clarification as to how the Orbital Strike may work for Planetside 2. Keep in mind that designs frequently change before they go live and this is simply a current design being considered.

From Higby,

"Firing it will be consumable, like a grenade. You’ll need to use resources each time you launch one. The tool will be just like any other weapon in the store, with sidegrades for different firing patterns and “types”, AV, AI, etc.

The plan is to make it more like a small scale artillery / mortar strike rather than a huge nuke."

Additionally, my understanding is that you will buy a marker of some sorts and I believe that you will have to aim it, like a Laze-Pointer from PS1.

I will admit that I am not a fan of bringing the OS back, but if they do, I also hope that these come in empire specific variety.

I invite you all to discuss what each empire's OS should be and what sidegrades could be developed for them.

TR - Massive number of projectiles spread out. Cluster bombs.

NC - 4-5 High explosive shells, huge blast radius.

VS - Plasma based. Would burn vehicles and infantry. High damage, short duration DoT.

Rothnang
2013-01-30, 01:02 PM
I thought Orbital Strike would be a random event where you can't use drop pods because all the people in orbit are on strike.

Mietz
2013-01-30, 01:02 PM
I thought Orbital Strike would be a random event where you can't use drop pods because all the people in orbit are on strike.

+1 :D

EVILPIG
2013-01-30, 01:06 PM
I thought Orbital Strike would be a random event where you can't use drop pods because all the people in orbit are on strike.

Winner! However, drop pods are not dropped from orbit. They are dropped from "High Altitude" by a "Rapid Transit". ;)

Dougnifico
2013-01-30, 02:23 PM
Awww... How I miss the HART. It was like waiting for a city bus and annoying as hell because you always got there 1 second after the gates closed. But you, nostalgia. lol

SGOniell
2013-01-30, 04:36 PM
I agree with your ideas. If anyone used to play Enemy territory Quake wars you'll know what I mention. In that game you had access to 3 different artillery platforms you could build. Both the Strogg and humans had their own variations. Let's use the humans for example. There was a light artillery gun, which fired a bunch of projectiles off, a multiple rocket launcher, which was more powerful but had less rounds, and there was the hammer launcher, which was one big ass cruise missile. Its similar to that. Each Empire should have a few to choose from but all of them should be empire specific like the OP said. VS would all be plasma based, while TR and NC would be similar, and story wise could maybe afford to have one overlap or something. But each faction should have one hard hitting bombardment, a medium bombardment, and the light bombardment with the large blast radius(radii if many projectiles) to act as effective anti-personnel or light vehicle. Also, it would be hilarious to hit like a galaxy in midair with the thing while it was flying...

Sardus
2013-01-30, 06:05 PM
I thought Orbital Strike would be a random event where you can't use drop pods because all the people in orbit are on strike.

"Clever Girl" - Jurassic Park - YouTube

Stanis
2013-01-30, 07:06 PM
So in effect that'd be making an Orbital strike gun.
It'll cost SC or Certs to unlock the different versions?
We can spend more certs on sidegrades for it .. such as pattern. Or perhaps range?

And each time we use it, we spend game resources.


hmm. How about it charges up based on time spent as Squad Leader.
Takes 12hrs to charge base.
Charge bonus based on number of people in squad.
Have to be squad leader for 15mins before it starts to charge.
If it is ready, if you login, you have to be squad leader for 15min before it can be activated.

A 'Freebie'. Very powerful. Very limited. To in most cases two or three a week for the average player.
In short when you see it used - you know someone just blew a lot of time invested from actually leading people. Which is what a squad leader ability and perk like that should be.

Tatwi
2013-01-30, 07:39 PM
This is a BFR. Don't add it. Don't say I didn't warn you, with two long threads in beta. (Search Tatwi on the PS2 forum).

Remember, you make your bed SOE and you have to sleep in it.

Orbital Strike will ruin this game.


Edit: bummer, thread was deleted after beta. I don't have it in me to do it all again, so suffice it to say that if any enemy is too entrentched to remove with libs, tanks, maxes, and infantry it means they won (and you don't deserve to use an "i win button" on them. Also, people fucking hate being killed by random things they can't counter (ever heard of lib spam or tank spam or grenade spam or..), so why in the hell would anyone think it's a good idea to give everyone an instant win thing like OS? Finally, it takes away from community problem solving and play by granting one person the ability to do what should require tactics, team play, and good o'l hard work.

But fuckitol right, Orbital Strike is the solution to everything - if it ain't easy, it ain't gettin' done these days...

StraitDumpinSMF
2013-01-30, 08:57 PM
NC - Deploys a Hart Pod that opens up midair, raining down 48 "little people" with shotguns. The shells used in the little people's shotguns are loaded with even tinier little people, also armed with shotguns.

TR - Deploys a Hart Pod loaded with propaganda flyers, stick figures and pictures, no words.

VS - Deploys a Hart Pod loaded with heat seeking Purple trousers, the trousers seek out and fit themselves snugly onto enemy Terran and New Conglomerates.

Ghoest9
2013-01-30, 09:03 PM
It will just make the game less fun for 99 out of 100 players.

EVILPIG
2013-01-30, 10:09 PM
NC - Deploys a Hart Pod that opens up midair, raining down 48 "little people" with shotguns. The shells used in the little people's shotguns are loaded with even tinier little people, also armed with shotguns.

TR - Deploys a Hart Pod loaded with propaganda flyers, stick figures and pictures, no words.

VS - Deploys a Hart Pod loaded with heat seeking Purple trousers, the trousers seek out and fit themselves snugly onto enemy Terran and New Conglomerates.

That is the funniest thing I have ever read on this board.

Hamma
2013-01-30, 10:20 PM
:lol:

MuNrOe
2013-01-30, 10:54 PM
Add a vech only available to squad leaders.

Give the vech the effective range of 2 Hex's.

Give the vech a reload timer of 10 mins between engagements.

Make the vech slow and weak.

This way the artillery can be taken out killed so your not being killed by an invisible entity.

TR- Cluster Bombs (Many explosions much like the A10 ordinance)
NC - Scud Launch (Hard hitting 1 shot)
VS - Flail Fire (Like Napalm/Plasma Effect Leaves Fire on the ground where it hits)



Make all 3 do the same damage over the same area but with different visual effects.

Bring back the CUD (Command Uplink Device) and make it targeted fire.

Allot like this (Quake Wars)

https://www.youtube.com/watch?v=WW1gkC0Urcc

Neutral Calypso
2013-01-30, 11:24 PM
Aliens - "I say we take off and nuke the entire site from orbit" - YouTube

Brusi
2013-01-31, 01:14 AM
Winner! However, drop pods are not dropped from orbit. They are dropped from "High Altitude" by a "Rapid Transit". ;)

I'm retarded! i always thought the HART was like a shuttle that took you to an orbiting space platform that dropped you from orbit.

grimey
2013-01-31, 03:11 AM
There are a lot of things that can go wrong with an orbital strike.

#1 people don't like getting killed by something they have no counter to and dying to the giant lazer from the sky or the fist of god artillary strike will not be fun.

#2 Defending is hard enough already and currently all the bonus experience for taking over a point is worth more to more people then the 5-15% bonus for defending and this orbital strike will be more useful for attackers and will be more effective to the defenders who are generally huddled up in a smaller area and are less mobile.

Instead of making the orbital strike a simple lazer tag gun where I get to point at said random group of troops and get to yell out you all go squish squish now. Make it man portable mortar that has to be setup similar to the engineers Mana turret and make it have a limited range but still long enough to shoot behind cover.

The visablity not only of the direction of the shells are coming from but the turret itself (make it bright and shiny colors like mana turret) and the stationary target would make it possible for enemy to search and destroy with aircraft, snipers, ect. so it can be countered. To make it even more balanced make it take up the utility and/or grenade slot along with the resources per shell idea.

Done well this could add a nice new level of tactics of indirect fire...

Done wrong this could end up making life for infantry an even more living hell.

Whiteagle
2013-01-31, 02:39 PM
VS - Deploys a Hart Pod loaded with heat seeking Purple trousers, the trousers seek out and fit themselves snugly onto enemy Terran and New Conglomerates.
Damn Vanu, THEY STOLE MAH PANTS CANNON!!!

Lepalose
2013-01-31, 03:36 PM
I would not mind if they removed the damage capabilities of the OS and did something else with it.

I am thinking sort of something like OS on a facility would take make turrets and vehicle terminals go down for a time, perhaps slowing down spawn timer as well.

Actually, what I would really like is that there would be certain parts of the base that you can OS that would be "destroyed" upon the OS but then would auto repair after a couple of minutes. An AMP station wall being destroyed on one side to allow troops to move in from a new angle... the Tech plant's aircraft landing pad being destroyed with debris to allow troops to climb to the mid-level... the dome being destroyed in a small area across from the spawn rooms in a bio lab... now that would be really cool.

But yeah, I don't think that is realistically going to happen.

SGOniell
2013-01-31, 07:32 PM
Add a vech only available to squad leaders.

Give the vech the effective range of 2 Hex's.

Give the vech a reload timer of 10 mins between engagements.

Make the vech slow and weak.

This way the artillery can be taken out killed so your not being killed by an invisible entity.

TR- Cluster Bombs (Many explosions much like the A10 ordinance)
NC - Scud Launch (Hard hitting 1 shot)
VS - Flail Fire (Like Napalm/Plasma Effect Leaves Fire on the ground where it hits)



Make all 3 do the same damage over the same area but with different visual effects.

Bring back the CUD (Command Uplink Device) and make it targeted fire.

Allot like this (Quake Wars)

https://www.youtube.com/watch?v=WW1gkC0Urcc

Didn't really read my post on ETQW did you?