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2012-01-28, 11:59 PM | [Ignore Me] #1 | ||
1. Rationale
Cloaker gameplay in PS2 should emphasize stealth, tension, skill, and an experience very much unlike what standard infantry roles offer. PS1 cloakers were a lost opportunity, where the stealth aspect was incidental to racking up a bodycount in competition with everyone else running around on two feet. With only a few changes, PS2 infiltrators could offer unique and diverse gameplay experiences that set them apart from their PS1 predecessor and makes them a valuable part of PS2 infantry synergy. 2. The Goal Make cloakers in Planetside 2 offer up an experience more akin to Splinter Cell, Thief, Hitman, or other stealth-action titles. Games where combat is more of a last resort, and the best players are the ones you never knew were there. However, like those games, combat should be an option, albeit one which the class is not designed to excel at but would still provide a unique challenge. 3. Planetside 1 Infiltrator Problems a) Weak weapons. The pistols and knife were both weak and the infiltrator, appropriately flimsy when fired on, was hard-pressed to kill even an agile soldier before being gunned down. The only really reliable way to get kills was through combat engineering, which severely pigeon-holed stealthers. However, the reason getting kills was tough with pistols knives was primarily the result of... b) Excellent stealther countermeasures. Darklight was rampant because infiltrators were very frustrating if you did not otherwise have a way to detect them. Most infantry used darklight I imagine, and certainly the limited impact cloakers had was evidence of the power of this countermeasure. So while this all but ruined cloaker gameplay, it was also a necessary evil due to how unfun facing cloakers would have been. c) Lack of objectives. Bases had either the generator or the CC as their focal points, and both were very easily defended. Certainly a cloaker was all but powerless to dislodge a MAX guarding the CC, and even a single infantry with darklight would generally be more than a match. This was a problem that was an issue for the game in general, though, with the multi-hour meatgrinders trying to breach the defenses to these areas being testament to that. 3. The Changes to Infiltrators a) The knife would be lethal when used from behind on infantry by a cloaker. However, a couple caveats. First, backstabing enemies would decloak the infiltrator and lock them into a kill animation. The cloaker would be vulnerable during this period. The kill message displayed would be delayed by a certain period of time, perhaps that soldiers chat even muted (no longer than 30 seconds or so). The idea is to allow effective, stealthy eliminations of lone individuals but to make backstabing easily thwarted if done recklessly. b) Pistols would have limited ammunition and their use would decloak the infiltrator for around 5 seconds or so. They would be used mainly for destroying deployables, engaging enemy cloakers at range, finishing off badly wounded enemies, or creating distractions/getting someone's attention. The idea is that if an infiltrator were to engage a healthy enemy soldier at range with their pistol, they would become open to return fire and would die very quickly to enemy assault rifle/shotgun/whatever fire. Infiltrators who want to be assassins would be better served trying to kill people with their knives. c) Smoke grenades. If detected cloakers would have one or two smoke grenades they could use which, when hit, would instantly create a cloud of smoke to facilitate their escape. Would need very limited use, but giving them something to make being spotted not a guaranteed death every time would be good. d) Infiltrators would be more visible when moving, would retain third person camera view to peer around corners undetected. Finding a balance here would be tough, but in general you want to make moving while being looked at A Bad Thing, make the gameplay revolve around stealthy movement and skillful play, but not make it either too easy to rush up to people and knife them or too hard to move anywhere without being seen and killed. e) Hacking would be a uniquely stealth class ability. CCs could be captured by anyone, towers too, but every structure would have weak spots only stealthers could target to create interesting effects. Only cloakers could hack enemy vehicles, and either set them to self-destruct or flip them to friendly-owned. f) Anti-infiltrator measures would be given to infiltrators. The role of infiltrators during defensive battles would be to hunt enemy infiltrators and prevent them from doing their thing. I am not yet sure what would be the best way to do it, but I keep thinking something like Splinter Cell: Chaos Theory's multiplayer would work best. Some way to detect enemy infiltrator activity, devices, etc with maybe a scanning accessory of some sort? I don't know. Either way, the idea is to promote a real sense of cat-and-mouse, where in addition to sneaking past infiltrators you have to outwit your hunters who themselves are invisible killers. g) Motion sensors would be an infiltrator-only device, smaller than previously, something you could shoot at a surface maybe. Would provide radar of enemy movement for friendlies in a small area. The area has to be fairly small though -- the idea is to have effective infiltrators planting a bunch of them over a contested zone to give friendlies recon. h) Other recon tools. Sensor jammers that deny enemies radar but also block out motion sensor benefits, noise makers, really just some of the stuff from Sam Fisher's arsenal in the hands of infiltrators. 4. Changes to the Rest of the Game a) Every facility, tower, outpost, or whatever would have a series of panels which could be hacked by infiltrators in order to create various effects. Unlocking certain otherwise blocked access ways, turning off defensive systems like base shields, increasing spawn times slightly, restricting vehicle access, disabling other special features, etc. These would be the objectives for infiltrators. They would be many, varied, and spread all around the interior and exterior. Defenders would want to guard as many as possible, but the more impactful panels would be deeper within bases. Hacking one of these panels would create their particular effect for ~5 - 10 min or so, depending on balance/hacker skill/whatever. b) Darklight would be removed from the game entirely. Clicking a button and seeing through stealth kills the stealth gameplay. All anti-stealth features would be consolidated into the infiltrator class itself. Everyone else has to rely on sight/hearing and the like. c) Hacked enemy vehicles could be set to explode after a delay as an alternative to simply switching sides. 5. Stuff That Would Be Cool a) Infiltrator-only access areas. Vents, hatches in rooftops, sewer-like areas, etc. Make them have small doors that can be hacked open but only an infiltrator can fit and the door seals afterward. Would allow a variety of hidden entrances to otherwise locked-down bases. Not meant to be a perfect way to evade defenses, but it's better than trying to run in front of a dozen guys guarding the main door. b) Grappling hooks or something. Maybe a super-jump ability. Something to increase mobility a bit, allow better flexibility in terms of negotiating terrain to find other access points, but you wouldn't want it to compete with jetpacks much either. 6. The Result Infiltrators become stealth, espionage, and sabotage specialists. They would be instrumental to weakening a base's defenses potentially without killing a single enemy. Their hacking ability would give significant penalties to a poorly defended base, while their deployables could provide useful benefits to allies. Unlike in PS1, their success would derive from their ability to move stealthily rather than their luck at not having someone flick darklight at them. On the other hand, they would be actively hunted by their enemy counterparts in a tense game of counter-espionage. While players who want a real challenge could play more of a combat role and attempt to assassinate enemy infantry with their knives, most infiltrators would find their combat ability mainly used as a last resort in order to gain access to a sensitive part of an enemy based being defended by only one or two enemy soldiers. Meanwhile, being detected would be slightly less lethal, as infiltrators would have limited escape methods to help them avoid death should they make a mistake or be uncovered by an enemy infiltrator. Preemptives: Yes, I know you liked playing an infiltrator in Planetside 1. Yes, I know you got like 30 kills for every death. Yes, I know you want it to be the same as it was in the original. I am here to tell you you are wrong. Stealthers in PS1 were rarely played and when they were they were totally lame. Who started playing the game, saw invisibility suits, and thought: "Oh, sweet, I will plant automated turrets behind people and then run away as my turret kills them!" Nobody did. Everyone wanted to be a space ninja. Well guess what: This is space ninjas. Last edited by Warborn; 2012-01-29 at 12:06 AM. |
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2012-01-29, 01:40 AM | [Ignore Me] #2 | ||
Colonel
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Anyone who actually wants to make infiltrators harder to kill should immediately commence to beating themselves in the frontal pants region with a lamp or cinderblock. The world does not need more of you.
But seriously, a lot of that stuff is too much to add into the game for one class. //That whole preemptives paragraph is flat-out wrong, you'd consider revising it. Last edited by Zulthus; 2012-01-29 at 01:41 AM. |
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2012-01-29, 03:43 AM | [Ignore Me] #3 | ||||||||||||||||
Colonel
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However, I do have problems with what was said.
Interesting idea about the delayed kill messages. That's a good idea. Kill cam will still show the death though so they can just tell their friends anyway over voice chat so it might just be pointless. Also muting chat is a no-no. Pointless meta-game that players will just revolt against and use their own chat systems if the game artificially restricts them like that.
Playing a cloaker was already about stealth. I remember sitting on the walls on the top of the stairwell waiting for minutes and waiting for a person to get shot by a sniper to pick them off one at a time. Some people were just really bad at cloaking. Like throwing plasma grenade at people with full health and other silly things. Last edited by Sirisian; 2012-01-29 at 03:47 AM. |
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2012-01-29, 06:49 PM | [Ignore Me] #4 | ||||
As for the knife stuff, I don't know what would play best. The point is to promote a style of gameplay which differs significantly from playing assault infantry and to remove the need for infantry to be able to see through stealth. By making it more about hacking devices, sabotaging stuff, planting sensors and so on, you do that. But removing any way to effectively kill in some situations would also be too limiting. So, yet again, I can't say I know what the answer is. But I think the objective is reasonable. Maybe instant melee kills that reveal you would be too limiting. Maybe it'd actually be too powerful. It's hard to say. I'm more concerned about concepts rather than details, though. Last edited by Warborn; 2012-01-29 at 06:58 PM. |
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2012-01-29, 06:07 AM | [Ignore Me] #5 | |||
Corporal
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So, cause you were bad at stealthing... Everyone else is wrong. Right... And like you've mentioned, all good cloakers went undetected, so what's a reason it looked like there weren't many cloakers?? Hmm... |
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2012-01-29, 06:11 AM | [Ignore Me] #6 | |||
Major General
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30/1 as an infil, yea right...ask EVILPIG what he got, i dont think a good infil could average anywhere remotely near that. |
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2012-01-29, 06:58 AM | [Ignore Me] #7 | ||
First Sergeant
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I have to say that I agree that stealthers are going to need a full rework. running around with a pistol or even a carbine as a cloaker PS1 style is not going to do much otherwise.
EVEN more so when you have a "semi cloaker" class that trades cloaking power for the "FPS retard cannon" aka a sniper with the ability to one shot kill. Compering the two I honestly see no reason to ever bother with the "main cloaker" when you can just trade some cloaking power for a retard cannon. |
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2012-01-29, 11:34 AM | [Ignore Me] #9 | ||
Corporal
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There has been a lot of talk on here about drastically changing the power of cloakers on here.
I thought they were tremendously balanced in the earlier days of PS1. I was never a great cloaker, but it was still easy to get plenty of pistol kills 1 on 1, even on rexos if you had the drop on them. The slight visibility while moving was great. It was, of course, a bad idea to cloak once the fight pushed indoors, unless extreme caution was exercised. Darklight was easily countered with EMP grenades. I suppose a lot of PS1s balance was due to the infil suit only being 2 cert points. It was very powerful for the cost, making it a great value, and worth keeping for only intermittent use. I don't see classes changing that much, it sounds like it will be very easy to swap classes to something different when the situation doesn't call for an infil. I can see why full time infils want more power, but there is nothing forcing you to be a full time infil, or suggesting that would be a good idea. I can't imagine how giving infils sniper rifles and SMGs will be able to be balanced. Even if they temporarily decloak while shooting, it will be very tough to counter in large open spaces. |
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2012-01-29, 11:50 AM | [Ignore Me] #10 | ||
Lieutenant Colonel
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I agree that stealth needs some added depth; but then every role does.
As the above responses have said, some of the ideas are great, others not so. Knife kills should be instant kill from behind I think; I got all of 3 knife kills in 5 years playing PS as a non cloaker, but if I didn't get the same amount in a single BF match I would be upset. Great idea having the kill spam delayed for knife kills. Don't forget that weapons will have a faster TTK in PS2; anything you use will be more effective this time around. |
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2012-01-29, 12:12 PM | [Ignore Me] #11 | |||
Colonel
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2012-01-29, 12:27 PM | [Ignore Me] #12 | ||
Lieutenant General
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I like most of your ideas, but being even easier to see while running could kill the class, and therefor the game for me. I'm also not a fan of your moments that force you out of cloak. I'd rather it take 2 knife hits to kill and stay cloaked then 1 with a decloak, and decloaked when shooting? Seriously? I love melee and hope it gets buffed but I don't want to be restricted to that.
It's very true that most infantry had Darklight, but after playing a couple years you simply didn't need it. The trained eye doesn't need a complete and hi lighted silhouette. This is why I've always wanted some kind of countermeasure, like the smoke bombs, or some cooldown to increase your stealth for a short time. We at least need a chance to counter the enemy. Last edited by Lonehunter; 2012-01-29 at 12:29 PM. |
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2012-01-29, 01:57 PM | [Ignore Me] #13 | ||
Major
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Concealment variations:
Camouflage (Selective) - Benefits you with enhanced concealment and applies to all armors. That's it, and that's awesome. (No Cons except mis-matching surroundings). Cloak (Active) - The Infiltrator Suit allows active movement whilst invisible and perfectly blends you into surroundings when stationary but is vulnerable to Darklight detection, flawed of its cloaked curvature edges, saps Energy and is least armored. Cannot underlay with physical Camouflage paint. Shroud (Passive) - A sub-version of Cloak invisibility incorporating meta-physical alternating electronic Camouflage. The Infiltrator Suit has a variation of stealth. It adapts only when stationary (7 seconds) unlike Cloak's actively adapting energy-draining. This conserves energy allowing more Shield capacity and imperfectly blends yourself to the surroundings with camouflage, computed adaptation. No cloaked curvature edges. Hands-free (no need to press 'Shroud' button). Cons: When moving from Shrouded position, the adapted camouflage pattern sticks which then diminishes after 10 seconds of movement. EMP halts computing which prevents auto-blending into surrounding flora. Cannot underlay with physical Camouflage paint. - Ideal for snipers and dedicated anti-Cloakers. - A mixture between Camouflage & Cloak. - Refer: MGS4 Trailer of character's suit. Last edited by Tikuto; 2012-01-30 at 09:08 AM. |
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2012-01-30, 12:31 AM | [Ignore Me] #15 | ||
Lieutenant General
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I'm really interested in how the graphics are going to work, with night battles will we have a form of heat vision to deal with? Will rain drip off a cloaker suit like a Predator? If a light is shined on us (day or night) will it cast a shadow behind us? (Technically a cloaker suit just bends light as you look at it, it should still cast a shadow that you would only be able to see if you where not the light source)
I really want to see some melee improvements, I'm excited they've saved the Chainblade for last on the weapon reveals. The more I think about it 1 hit melee kills are pretty powerful, so coming out of cloak a split second might be a good balance. How do we know we won't have access to toys that did similar things in PS1? Hgby mentioned Boomers when talking about the Engineer but we may have something more suited for cloaking, like cloaked C4, or a sticky camera that can be detonated. Last edited by Lonehunter; 2012-01-30 at 12:33 AM. |
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