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2012-04-08, 07:31 PM | [Ignore Me] #121 | ||
Private
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I just gotta say, I love this idea. Here's my suggestion though:
building a forward base though should be more of a turtled offense than a powerful offense. like a safe bunker, but much more of an annoyance than a powerful respawn point and requires good firepower to destroy, say from engineers with demolitions or something. It's meant to give a edge on the offense by not being powerful, but it provides a safe haven for the offense that wants to supply a reliable infantry spawn point for the outfit they are in and keep the pressure on with troop deployment and requires a good, solid demolition to destroy. Vehicles and Planes can destroy them with enough of them, but the one that can destroy them singlehandedly easy i believe should be the engineers. |
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2012-04-08, 07:36 PM | [Ignore Me] #122 | ||
Colonel
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I wonder if forward bases can be used defensively. Set one up in a hex that's in danger of being captured so that your guys can continue spawning there? Or anything else you can think of...sandbox tactics, right?
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2012-04-08, 07:56 PM | [Ignore Me] #123 | ||
Private
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I wouldn't mind that either. I think they should be used more of a annoying offense, but having another spot for your outfit to spawn from outside your own home territory is nifty as well.
As for defending it, I believe that can be customized by the outfit themselves. create a way to have the forward bases setup to either be anti-infantry, anti-air or anti-vehicle, or possibly mixed as well with enough upgrades to supply a maximum of three anti-turrets that can eventually fill the role of all three , but can be converted to be a nightmare in a certain territory if possible ~ or just have no self-defense abilities other than the guys defending it and have them do all the defending with the base having specialization in what your forward base can have the most resistance against! All in all, the idea of highly customizable forward bases i think is a really neat and fun idea. |
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2012-04-11, 04:44 PM | [Ignore Me] #124 | ||
For he who asked, this was the thread that put me onto this train of thought.
http://www.planetside-universe.com/s...ad.php?t=39691
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2012-04-11, 10:30 PM | [Ignore Me] #125 | ||||
First Lieutenant
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I'm sure it'll be used both to sustain offensive pushes like pushing into a cy or establishing a foothold at the far end of a bridge, as well as to help hold and defend your own side of bridges, ravines, and other bottlenecks. I gotta say that I luv the idea of building such FOBs and I've been thinking about such multi-vehicle designs ever since we heard the gal was taking over the AMS role, but with no cloak to keep it hidden. However, as much as I luv the concept and the possible battlefield dynamic such structures could bring, I'm afraid that it could have an extremely big weakness that I'm surprised nobody has mentioned yet: vulnerability to Orbital Strikes. Hopefully in PS2 there will actually be some sort of defense/protection against OSes, like not being able to drop an OS anywhere within the AOE of a sensor disruptor, or some sort of deployable shield gen that can withstand a single OS. Without such protection though I'm afraid OSes will make ad hoc FOB's easy targets and somewhat obsolete. EDIT: Actually upon further thought I'd rather they just axed OSes altogether. The main purpose for their introduction in PS1 IIRC was to allow defenders inside a base to kill cy AMSes thus giving them a chance to push out and retake the cy. However, since gals in PS2 aren't hidden by a cloaking bubble it'll be obvious where they are, and their sheer size will make them impractical to deploy inside much of a large facility's cy so they'll probably most often be placed outside the walls. Thus I'm guessing that destroying them won't be as necessary for defenders if they wish to push attacking forces out of the cy. Last edited by Erendil; 2012-04-12 at 05:50 AM. |
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2012-04-12, 07:40 AM | [Ignore Me] #127 | ||
Lieutenant Colonel
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As long as OS'es are limited to outfit function only with a high resource cost I honestly don't see a problem with them. I don't want to see weak OS'es either. If its going to cost a arm and a leg just to fire one off I would prefer it had the ability to wipe out any vehicle / forward base in the near vicinity if they are clustered together. They need to be strong IMO. Also one last thing. Put it way back in the outfit skill tree. That way it takes awhile for them to unlock it.
Last edited by Hmr85; 2012-04-12 at 07:42 AM. |
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2012-04-12, 12:21 PM | [Ignore Me] #128 | ||
For now, Orbital Strikes are not planned at launch, but even if they do make it at live, what better target than the FOB? Also, if the players spread things out, the OS will not be able to hit everything. Given the resources that OS's are supposed to need for use, having you Galaxy blown up by one is fine.
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2012-04-12, 08:29 PM | [Ignore Me] #129 | |||
First Lieutenant
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That said, the potential issue I see with them is the balance between how frequent OSes can be used by one empire vs how much time and effort it takes to set up a defendable mutli-vehicle FOB. If it takes too long to set one up, or if the availability of OSes is too high, I can see people over time becoming discouraged such that elaborate FOBs stopped getting built because they think it's not worth the effort to set one up since it'll just get OSed anyway. Plus I would think it both more exciting and more satisfying overall for all involved if a large assault of troops and vehicles was required to take out a FOB instead of just one guy sitting in front of a terminal pressing a few buttons to call down a storm of electric death from the sky. |
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2012-04-12, 09:14 PM | [Ignore Me] #132 | ||
Colonel
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Would that be a shield that's part of the vehicle, or deployed separately?
I was thinking of a shield big enough to cover say, an area 2.5 Galaxies wide and 2.5 long. But the question, either way, would be, how do you limit these things, otherwise people would set them up anywhere and everywhere? Meaning the shield generators, not the forward base. |
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