Gameplay: Caves *Gasp!* - Page 2 - PlanetSide Universe
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Old 2011-08-16, 05:14 AM   [Ignore Me] #16
DviddLeff
Lieutenant Colonel
 
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Re: Caves *Gasp!*


Caves irritated me for a variety of reasons:
  1. No tower like spawn points
  2. Zip lines were frustrating and confusing
  3. Mossies were dominant
  4. Spawn rooms couldnt be killed, so were just camped constantly

These were all easy problems to fix.
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Old 2011-08-18, 01:55 PM   [Ignore Me] #17
Raymac
Brigadier General
 
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Re: Caves *Gasp!*


I never liked the caves. I wanted to, I really did, but I just never warmed up to them. I didn't like the design when I first saw them. I didn't like how they played when the expansion came out. I didn't like how it divided the population which was really starting to drop off.

I've been down to the caves a number of times, and I've never had as much fun as I do above ground, so now I just don't go down there at all.

I do like the idea of incorporating cave and tunnel systems into the regular landscapes of the continents, but thats as far as I'd go.

Last edited by Raymac; 2011-08-18 at 02:17 PM.
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Old 2011-08-27, 01:58 AM   [Ignore Me] #18
akiadan
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Re: Caves *Gasp!*


Yeah I like this idea for the caves, it feels homey. The story makes pretty good sense and the bene of better resource harvesting definatly is a better idea than the whole mods. Perhaps anchient tech items could be learned in the skill tree and can only be pulled in caves but you can store the weapons and ammo in your lockers. (Also please increase locker size a lot. perhaps make it a multi tab item holder so you can have 1 tab for certain empire weapons and ammo and another for different empire and ammo and ect.)
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