robocpf1
2013-02-26, 01:01 PM
Here's the idea: "small things".
I think many of us, myself included, look to the big, grand, overhaul ideas when we're thinking about improving Planetside 2. I don't want anything big or grand in this thread - what are some small things that can be tweaked? What are some (theoretically) easy to implement additions or alterations to the game or interface that would make it easier to play, or alleviate a little bit of frustration that we have? I'll post some examples I've found (not all are my original ideas). Post your own! Include a couple of lines or a paragraph of explanation. How is this an improvement, technically, mechanically, or physically?
Numerical timers for base captures in addition to the Tug-of-War meter
Because of the way influence works, the current system should stay in to give us a visual representation of how the base is flipping. In addition, an actual numerical timer on the interface would allow players to know more clearly what kind of time frame they have for responding. This is important due to the territorial aspect of the game - while outfits and players may know the amount of time it takes to form up and fly from point A to point B, if we don't know how much time we have to prevent point B from flipping, it can be difficult to tear ourselves away from the current fight. It's too unpredictable. Furthermore - is there a downside to adding the timer? Will it break core gameplay? I do not think it will.
Allow "Squad Objective" markers to be placed on any objective from across the base
Squad leaders currently have a tool that allows them to highlight an objective on the minimap and HUD by holding Q (or the spot key) on the marker for point [A], or a specific generator, etc. However, while a squad leader can mark any of the capture points [A], , [C] from anywhere around the base, they can only mark generators and SCUs if they have line of sight on the generator itself. If they have line of sight, they're probably in a position to deal with it themselves. Allow squad leaders to mark capture points, generators, SCUs, and perhaps some other objectives like tanks, galaxies, or doors with this tool from anywhere around - not just with line of sight. (Disclaimer, part of this might just be a bug)
[B] Add more of the objective icons to the HUD panel
When you're at a facility, you can see all three capture points in the bottom left of your screen, above the minimap. You see them update in realtime if they are being taken, and you see the player/cap ration (0/6, 1/6, etc). Add the shield generators and the SCU to this small panel, many times they're just as important as the actual capture points [A] and . Then you could see which generator is being compromised, or if the SCU is being taken down instead of trying to find the icon around the edge of your screen.
[B]More waypoints
Waypoints are an important tool for organized operations. The smoke signals have good uses like designating enemy positions, a rally point, or a "safe zone" because they can be seen by the whole empire - however, they also don't appear on the minimap or HUD, and it can be difficult and confusing to use them in many situations. "Which one is our smoke?" Instead, for a single squad, give the leader both the green and orange waypoints to use. For a platoon, give each squad leader a waypoint of their squad's color, give the platoon leader the orange one and also access to each of the squad leader's waypoints. In this way, the platoon leader can set each squad's waypoint for them, but can also see all of them at the same time. An organized group can then use the waypoints for other purposes.
Instant Action "No Drop Zones"
As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy lines.
A plea: Fix the squad beacon 21 day timer
This is ruining squad based gameplay. I know this isn't a choice thing, obviously the team isn't purposefully keeping this bug in the game, this is just a plea to prioritize this particular bug above some of the others.
MAX Timers on the Esc interface, just like Vehicle timers now are
In a recent patch, vehicle cooldown timers were added in red numbers to the Esc menu for Vehicles. This is a fantastic addition - I would like to request that the same be implemented for MAXes, which also have cooldown timers.
Tooltip clarification
Tooltips on Certs, especially, can be kind of vague sometimes. For example, the Passive Acquire Timer on the Lightning can be reduced by 60 seconds for each level of certs invested. Instead of telling us how much the timer is being reduced by, why not tell us what the timer has been reduced to? "This cert reduced the cooldown timer of the lightning to 5 minutes" instead of "This cert reduces the cooldown timer of the lightning by 60 seconds". Now we know how long we have to wait in total, instead of how long we're not waiting. Other clarifications and alterations to tooltips can be made, I won't list them all here.
Icons for jump pads and grav lifts
The experienced players know by now where the grav lifts and jump pads are in the game. New players have no idea. They can find teleporters and objectives because they have icons on the minimap and the HUD, but jump pads are just as important as teleporters (especially for bases like Vanu Archives) and grav lifts are necessary for safe vertical transit at almost every base. Add icons on the minimap for them, if it won't break anything.
Voice Macro system change
Pressing V then a number 1-9 is difficult with one hand. Muscle memory works only for a single hand at a time, so pressing V+9 is rather difficult with my left hand as my right hand should be on the mouse. Instead, V+N+G for example "We need a Gunner" or V+R+G for "Repair the Generator" allows the hands to stay where they need to stay. It also allows learning the system to be more intuitive and less about rote memorization of which number corresponds to which command.
I think many of us, myself included, look to the big, grand, overhaul ideas when we're thinking about improving Planetside 2. I don't want anything big or grand in this thread - what are some small things that can be tweaked? What are some (theoretically) easy to implement additions or alterations to the game or interface that would make it easier to play, or alleviate a little bit of frustration that we have? I'll post some examples I've found (not all are my original ideas). Post your own! Include a couple of lines or a paragraph of explanation. How is this an improvement, technically, mechanically, or physically?
Numerical timers for base captures in addition to the Tug-of-War meter
Because of the way influence works, the current system should stay in to give us a visual representation of how the base is flipping. In addition, an actual numerical timer on the interface would allow players to know more clearly what kind of time frame they have for responding. This is important due to the territorial aspect of the game - while outfits and players may know the amount of time it takes to form up and fly from point A to point B, if we don't know how much time we have to prevent point B from flipping, it can be difficult to tear ourselves away from the current fight. It's too unpredictable. Furthermore - is there a downside to adding the timer? Will it break core gameplay? I do not think it will.
Allow "Squad Objective" markers to be placed on any objective from across the base
Squad leaders currently have a tool that allows them to highlight an objective on the minimap and HUD by holding Q (or the spot key) on the marker for point [A], or a specific generator, etc. However, while a squad leader can mark any of the capture points [A], , [C] from anywhere around the base, they can only mark generators and SCUs if they have line of sight on the generator itself. If they have line of sight, they're probably in a position to deal with it themselves. Allow squad leaders to mark capture points, generators, SCUs, and perhaps some other objectives like tanks, galaxies, or doors with this tool from anywhere around - not just with line of sight. (Disclaimer, part of this might just be a bug)
[B] Add more of the objective icons to the HUD panel
When you're at a facility, you can see all three capture points in the bottom left of your screen, above the minimap. You see them update in realtime if they are being taken, and you see the player/cap ration (0/6, 1/6, etc). Add the shield generators and the SCU to this small panel, many times they're just as important as the actual capture points [A] and . Then you could see which generator is being compromised, or if the SCU is being taken down instead of trying to find the icon around the edge of your screen.
[B]More waypoints
Waypoints are an important tool for organized operations. The smoke signals have good uses like designating enemy positions, a rally point, or a "safe zone" because they can be seen by the whole empire - however, they also don't appear on the minimap or HUD, and it can be difficult and confusing to use them in many situations. "Which one is our smoke?" Instead, for a single squad, give the leader both the green and orange waypoints to use. For a platoon, give each squad leader a waypoint of their squad's color, give the platoon leader the orange one and also access to each of the squad leader's waypoints. In this way, the platoon leader can set each squad's waypoint for them, but can also see all of them at the same time. An organized group can then use the waypoints for other purposes.
Instant Action "No Drop Zones"
As illustrated by a few videos and posts lately, the current implementation of Instant Action via Drop Pod allows a large force to get through several layers of defenses without really trying. It breaks the defensibility of a base. If "no drop zones" are made around facilities and outposts, the defensibility of the base stays intact while the purpose of Instant Action is upheld. You will still be able to get into the fight quickly, but you won't be able to actually drop in on top of it behind enemy lines.
A plea: Fix the squad beacon 21 day timer
This is ruining squad based gameplay. I know this isn't a choice thing, obviously the team isn't purposefully keeping this bug in the game, this is just a plea to prioritize this particular bug above some of the others.
MAX Timers on the Esc interface, just like Vehicle timers now are
In a recent patch, vehicle cooldown timers were added in red numbers to the Esc menu for Vehicles. This is a fantastic addition - I would like to request that the same be implemented for MAXes, which also have cooldown timers.
Tooltip clarification
Tooltips on Certs, especially, can be kind of vague sometimes. For example, the Passive Acquire Timer on the Lightning can be reduced by 60 seconds for each level of certs invested. Instead of telling us how much the timer is being reduced by, why not tell us what the timer has been reduced to? "This cert reduced the cooldown timer of the lightning to 5 minutes" instead of "This cert reduces the cooldown timer of the lightning by 60 seconds". Now we know how long we have to wait in total, instead of how long we're not waiting. Other clarifications and alterations to tooltips can be made, I won't list them all here.
Icons for jump pads and grav lifts
The experienced players know by now where the grav lifts and jump pads are in the game. New players have no idea. They can find teleporters and objectives because they have icons on the minimap and the HUD, but jump pads are just as important as teleporters (especially for bases like Vanu Archives) and grav lifts are necessary for safe vertical transit at almost every base. Add icons on the minimap for them, if it won't break anything.
Voice Macro system change
Pressing V then a number 1-9 is difficult with one hand. Muscle memory works only for a single hand at a time, so pressing V+9 is rather difficult with my left hand as my right hand should be on the mouse. Instead, V+N+G for example "We need a Gunner" or V+R+G for "Repair the Generator" allows the hands to stay where they need to stay. It also allows learning the system to be more intuitive and less about rote memorization of which number corresponds to which command.