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2013-06-05, 02:59 PM | [Ignore Me] #1 | ||
Lieutenant General
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Something like this perhaps?
Notes:
Disclaimer: Done in a couple hours and only shows general connectivity, not extremely specific corridors or stairs as putting that kind of complex 3D into basic 2D is pretty hard to do. Hence it also misses blast walls, etc. It's basic, but should give you a pretty decent idea. |
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2013-06-05, 03:05 PM | [Ignore Me] #2 | ||
First Sergeant
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The vehicle shield gens should still go in the courtyard (Those are actually rather well placed IMO).
In regards to the SCUs and everything else though, I tend to agree. This is a good idea. One thing I kind of hope comes out of the whole bubble shield stuff, is some kind of tiered bases, where you get the top story is what you see on the surface with layers of things below it that are used for practical purposes. |
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2013-06-05, 03:14 PM | [Ignore Me] #3 | ||
Contributor General
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It looks good and I'd prefer it I think.
But can it be done? One of my gripes with the current Amp Station is that the walls are just too big and as a result defending the base is never done (edit) from the walls, certainly not in strength, so it's difficult to tell but I hope this base is smaller horizontally if not vertically. Last edited by ringring; 2013-06-05 at 03:21 PM. |
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2013-06-06, 12:25 PM | [Ignore Me] #4 | ||||||||
Major
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I keep throwing my money at the Screen, but nothing is happening!
...Seriously, why don't they hire you man? Now, where do we put the Shield of Interference generator?
Working on that, need to do my write up on making Resources an Individual BASE asset instead of a Player one.
Bases then use all three Resource NTUs to slowly repair themselves over time.
Alright, instead of making Infiltrators go inside, each of these ES shield doors would have a Star Wars style control panel next to it. You could either outright destroy it (I'm thinking three pistol clips?) or have a friendly Infiltrator hack it to flip control. Now you can go IN, but the Defenders can't get OUT. Last edited by Whiteagle; 2013-06-06 at 12:29 PM. |
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2013-06-06, 01:07 PM | [Ignore Me] #5 | ||
Contributor Lieutenant Colonel
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Hackable. Mother. F'ing. Shields.
Fuck yes! Now it's like (but still dissimilar) to sitting in an Amp station you're trying to take when one of the shields come back up. You're stuck inside! Now imagine this with no AMS. Muhahahahahahahahahaha! |
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2013-06-05, 03:30 PM | [Ignore Me] #6 | ||
Major General
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That looks great Figment! Especially like the different levels and control console in relation to tubes.
Question, would we still have multiple capture points, along with the CC? My thoughts on this if so: The other capture points might exist outside the indoor area and allow the enemy to capture them and progress the capture timer on the base to a certain point. Let's say 2 minutes on capture clock, maybe 1 minute. The enemy must have control over the CC capture point to progress the capture past the 2 or 1 minutes to complete the cap. |
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2013-06-05, 03:45 PM | [Ignore Me] #8 | |||
First Sergeant
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(Not being sarcastic, I didn't play PS1, and I know many other people did not, so it would be good to qualify your statement for those of us who are not in the know) |
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2013-06-05, 04:39 PM | [Ignore Me] #11 | |||
Lieutenant General
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Hacking the PS1 CC locked access to equipment, certification, implant, medical and vehicle terminals, as well as lockers and disabled any painfield upgrades (unless you hacked those open, of course, you need power for that). Either hacking or blowing a gen allowed you to pick up (and steal) installed core combat modules from their sockets. So either you killed gen or the three spawntubes to stop people spawning in (which in the case of a hard to camp spawn is a big thing to accomplish to capture the base). Since you can't repair an enemy gen, killing an enemy gen would render you yourself virtually indefensible as well so most players saw it as either a last resort or temporary distraction. Gens were also killed to deny other bases access to benefits like enhanced radar, cave modules, etc. These would typically be hold by small special ops teams who'd face small resecure teams. |
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2013-06-05, 03:54 PM | [Ignore Me] #12 | |||
Lieutenant General
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The whole concept is built around multi-(semi)linear paths from outside to objectives AND from spawns to objectives. It's already a bit of a maze. The target groups of course are: - Small groups (infils / prep teams / holders / defenders / resecure teams / strike teams) - Medium groups (attackers / holders / defenders / resecure teams / strike teams) - Large groups (attackers / holders / defenders / resecure teams / strike teams) So keep in mind that these paths have to allow for all those groups to have strengths and weaknesses. Next to that, there are special groups: - New players (logical pathfinding / memorizing 3D layout) - Veteran players (replayability, diversity) Adding more capture points is only going to convolute both the capture mechanics (What's going to happen to the timer? Is it worthwhile taking one back if you can't get the others?), reduce the controllability for small teams (big teams won't care, small teams can't even try to hold them all), reduce communication (Defend the CC! Which one!? Where is it!? How do we go there?!), requires more indoor map (more to render) and IMO it makes everything messier. Last edited by Figment; 2013-06-05 at 04:04 PM. |
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2013-06-05, 03:59 PM | [Ignore Me] #13 | ||
Major General
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^Ok, I was thinking the capture points would be nice to help speed up captures and move the battle to a new location. It's something different from PS1. IMO PS1 captures took way too long in many cases.
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2013-06-05, 04:11 PM | [Ignore Me] #14 | |||
Lieutenant General
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If you're not there yet:
Experienced groups of loyal, disciplined, flexible elite team players may be able to do this within minutes, but the majority of players does not fall into that category and this game isn't just for the elite (atm, quite the contrary...). Or if you moved on, you need time to regroup and prepare for the oncoming assault. The time to capture is NOT there to be pleasant for attackers. It's there due to being required by the defenders to even think of attempting to fight back before the capture has gone through. Especially with medics that never run out of med juice and spawn beacons that can be super annoying - not to mention how PS2 does it with HE camping and longer distance from spawns to CC for defenders - which my layout should solve. |
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2013-06-05, 04:16 PM | [Ignore Me] #15 | ||
First Sergeant
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I think outlying areas are a good thing, but they need more importance in the overall impact on the main facility.
For instance, whomever controls that outlying area has control over a launchpad that expedites transport to and from the tower/wall, usuable only by the faction that controls that point. We already have launchpads at some facilities, the problem being that everyone can use them i.e bio labs, vanu archives. At the same time, create a fast transport tunnel for each of these out lying areas in the defenders control that are accessed from the forward barracks, at least up until the the attackers destroys/hacks a generator within the first layer of the main facilities defenses to disable them. Last edited by CraazyCanuck; 2013-06-05 at 04:24 PM. |
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