View Full Version : 19Dec Dev Updates: Early Warning, modding and more!
MrVicchio
2002-12-19, 01:41 PM
NEW FORUM, I LOVE YA HAMMA
Author Topic: Question regarding Early Warning..
thermidore
Station Member
Registered: Dec 2001 posted 12-18-2002 11:21 AM user search report post
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I've read a lot of posts here and all the previews, FAQs and hands-on-impessinos out there and no one has really explained how we are supposed to know when our bases (and which ones) are being attacked. Is this going to be automated in any way or are we going to have to manually share this information to the rest of our faction real-time using broadcast chat channels? I think all of us would prefer some sort of automated method in addition to the manual method.
If we could log in to our closest base and receive real time snapshots or footage of the action taking place shot from the cameras installed at the base under attack this would be great. Of course, once the base has been hacked this wouldn't be possible.
* DEV RPLY*********************************
SmokeJumperPS
Station Admin
Registered: Sep 2001 posted 12-19-2002 07:50 AM user search report post
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We don't provide *really* early warning. We provide messages that let you know when a base on your continent has been hacked. After that, you have 15 minutes to go resecure it before it flips to the enemy empire.
Any warning "earlier" than that (in otherwords, screening for enemies coming in to hack) will need to be done by naked eyeballs, mosquito patrols, and motion sensors.
http://boards.station.sony.com/ubb/planetside/Forum2/HTML/000900.html
MrVicchio
2002-12-19, 01:42 PM
Author Topic: Small resonable suggestion to PS
Tsandar
Station Member
Registered: Dec 2002 posted 12-17-2002 07:00 PM user search report post
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i would like to be able to make my own crosshairs like in counter-strike. except in counter-strike you could only make crosshairs for sniper rifles which sucked.
this would be a reasonable addition because crosshairs are only a client side sprite file and would have no effect on the multi-player game.
maybe even package the game with a program to convert .bmp's to the crosshair file type.
thanks for input
* DEV RPLY*********************************
SmokeJumperPS
Station Admin
Registered: Sep 2001 posted 12-18-2002 04:20 PM user search report post
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Nothing is ever certain in this life...but this is pretty darn close...
No modding of any kind will be supported in Planetside. In fact, it will be actively discouraged and most of it will be considered cheating. Our goal is to have *exactly* the same rule set and *exactly* the same game quality for *all* participants so that the game itself is completely fair.
Reticules don't seem like a big deal in the scope of this decision (no pun on "scope" was intended), but we're serious when we say "no modding of any kind".
http://boards.station.sony.com/ubb/planetside/Forum2/HTML/000880.html
MrVicchio
2002-12-19, 01:43 PM
dwarf15
Station Member
Registered: Nov 2002 posted 12-18-2002 02:27 PM user search report post
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Smokejumper, are you aiming the beta emails to come out before or after christmas?
* DEV REPLY ******************************
SmokeJumperPS
Station Admin
Registered: Sep 2001 posted 12-18-2002 08:02 PM user search report post
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As soon as we're 100% certain of an external beta date, we'll announce it...I guarantee that. But not until we're sure.
http://boards.station.sony.com/ubb/planetside/Forum2/HTML/000908.html
MrVicchio
2002-12-19, 01:45 PM
Author Topic: The reason PS map is the way it is (IMO
Toimu
Station Member
Registered: Dec 2002
posted 12-18-2002 03:14 PM user search report post
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We have 3 factions. I think the devs wanted to make 3 gateways on each sanctuary, so not to trap people at home. 2 ways would be a �long way�, and the other way would be the �short way� to another sanctuary. The �long ways� would be a bit safer do to being further away from an enemy�s sanctuary. The �short way� would be more risky do to all 3 factions meeting on a central continent (Hot Zone).
The �short way� can be shorter by distance between gateways and have the same number of gateways as the �long way�, or less number of gateways. If we go the distance between gateways rout, the �hot zones� will be smaller than normal zones. I don�t think this is a good idea. So I�m going to go with less number of gateways.
This is the only map I could come up with keeping 3-4 gateways on each continent.
http://forums.jossh.com/attachment.php?postid=134049
Now that we have which continent will join which, we simple name them, and place them any were on a map.
*MULTIPLE DEV REPLIES**********************
SmokeJumperPS
Station Admin
Registered: Sep 2001 posted 12-18-2002 03:52 PM user search report post
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You're on the right track...but let me give you the correct stats to work with when making your web diagrams.
Every other continent, except ONE, has 4 warpgates.
That one exception continent only has 3 warpgates.
Each Sanctuary has three "one-hop" warpgates. Two of those "one-hops" are shared with another enemy sanctuary. One of those one-hops isn't shared by any other direct sanctuary warpgate link.
There...that's enough clues. Have fun.
lol. Sorry I'm being confusing. I'll try one more time.
Each Sanctuary has *THREE* warp gates.
Searhus has *THREE* warp gates. (You guessed that correctly, so I'm confirming it.)
The Sanctuaries do NOT connect directly to Searhus. Searhus is a two-hop continent from a Sanctuary.
Two of each Sanctuaries warpgates go to continents which also have secured warpgates to another Sanctuary. (Each of these contested "one-hop" continents only shares that continent with one other empire's secured gate.)
One of each Sanctuary's warpgates goes to a "backyard" which can be reached by other Empires only by going through three warpgates to get there.
Make more sense now?
By the way...there are TEN continents, plus three Sanctuaries. (Not twelve continents, as you mention above.)
Now where would be the challenge in that, BigK?
Besides, the guys are having fun chasing this. It's like doing a logic puzzle, but for something that you're actually interested in instead of just being a brain teaser. Enjoy!
http://boards.station.sony.com/ubb/planetside/Forum2/HTML/000912.html
Coliostro
2002-12-19, 05:51 PM
Okay, am i the only one who finds this whole equation just a little bit confusing? Call me a math novice but good grief that's pretty cryptic.
No, i have absolutely no worthwhile information to add to this thread..this is just a rant about not understanding it properly in the first place. :D
Sandtaco
2002-12-19, 07:40 PM
This crap confuses the hell out of me lol Oh well, I guess someone will understand it.
Strygun
2002-12-19, 08:05 PM
I thought this forum was locked to all posts?
I'm confused as well about that whole thing.
Hamma
2002-12-19, 08:42 PM
You can only reply to comment, just cant create new threads :D
Airlift
2002-12-19, 11:49 PM
I think this much can be guessed at with reasonable accuracy based on the clues Smokejumper gave out. The middle guy is Searhus, the contested single hops are red, the sanctuaries are blue, the back door single hops are gold.
http://orbitalstrike.com/images/firstmap.gif
Hamma
2002-12-20, 10:25 AM
:huh:
I am surprised people took so much interest in this heehhe
Coliostro
2002-12-21, 04:06 AM
hehe, i wouldn't really call it interest. It's more like confusion and needing some sort of clarification. Frankly none of this matters right now anyways since we can't play. Not really much call for knowing where you're going if you can't go there in the first place :rolleyes:
Marsman
2002-12-21, 09:34 AM
Actually, I find this very interesting. Warp Gate interlinks will obviously play a major part in strategy. Knowing the system will allow commanders to know what continents and areas to focus on, what routes they have to fall back, which are critical to control and which are not. Adds a great element of gameplay imho. :D
Kriege
2002-12-21, 05:20 PM
eh?! 2 hop ? wtf lol 3 hop o_O
Psycho21
2002-12-22, 03:48 AM
Airlift's pic seems to explain it all, cept the continents (bar one, and not including Sanctuaries) will have 4 warp gates.
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