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Old 2012-12-12, 08:22 PM   [Ignore Me] #1
Wahooo
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PS2 Base Design


I keep getting more and more infuriated with the general base design and how they just don't seem to match the game mechanics.

This change to tech plants is silly. Can you imagine how un-fun a PS1 dropship station would be to defend if the generator were in the building the air term was in?

meh... I started typing all of the general issues I have but there is just so much that frustrates me about the bases, but more the lack of the meta-game how there is no benefit to REALLY try and save a base, and there really is no way to accomplish it, a last second gal drop to re-secure.
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Old 2012-12-12, 08:25 PM   [Ignore Me] #2
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Re: PS2 Base Design


I wish they would just build all new bases then patch them in one continent at a time.

Vehicles shouldn't be able to camp critical objectives or spawn points, at all IMO.
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Old 2012-12-12, 08:47 PM   [Ignore Me] #3
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Re: PS2 Base Design


Originally Posted by Beerbeer View Post
...Vehicles shouldn't be able to camp critical objectives or spawn points, at all IMO.
This is the big one IMHO. This and the seemingly forced fragmentation of the flow of the fight. Planetside had(has) a linear progression to it which added weight to the feeling of...well, progression.

Last edited by bpostal; 2012-12-12 at 08:47 PM. Reason: Spelling etc
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Old 2012-12-12, 08:42 PM   [Ignore Me] #4
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Re: PS2 Base Design


Was about to post this:

How one could do outpost spawns as well.





Will post a further description in the morning. Sorry about the wireframe, is a bit hard to read maybe.


Beats a two exit spawnroom of 12 square meters, doesn't it? >.>

EDIT:


EDIT2:

Last edited by Figment; 2012-12-14 at 09:53 AM.
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Old 2012-12-12, 08:50 PM   [Ignore Me] #5
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Re: PS2 Base Design


Only issue with that Figment is it's all in one area. What's the rest of the base used for? I really don't see how they can use all areas of the bases without redesigning them by adding some underground tunnels from the spawns to the SCU and CC.
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Old 2012-12-12, 08:53 PM   [Ignore Me] #6
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Re: PS2 Base Design


Originally Posted by Crator View Post
Only issue with that Figment is it's all in one area. What's the rest of the base used for? I really don't see how they can use all areas of the bases without redesigning them by adding some underground tunnels from the spawns to the SCU and CC.
The rest? That's basically courtyard and outer perimeter.

Tunnels could be added too, the above is a minimal change to the current design.
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Old 2012-12-12, 08:53 PM   [Ignore Me] #7
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Re: PS2 Base Design


Right now, I feel this change to the tech plant was made because of the huge amount of farming that was done this weekend at them. This imo wasnt a good change simply because now the game causes even more tank spam there there already was. In fact if you have enough tanks and a few sundys you count take a tech planet in 10 minutes easy. This is way too fast imo and at this rate I will start growing very bored simply because there are only two capture strategies now. If anything they should have made tech plants even harder to take because of how much of a bonus they give compared to the bio labs and amp stations.
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Old 2012-12-14, 01:09 PM   [Ignore Me] #8
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Re: PS2 Base Design


Originally Posted by Timealude View Post
Right now, I feel this change to the tech plant was made because of the huge amount of farming that was done this weekend at them. This imo wasnt a good change simply because now the game causes even more tank spam there there already was. In fact if you have enough tanks and a few sundys you count take a tech planet in 10 minutes easy. This is way too fast imo and at this rate I will start growing very bored simply because there are only two capture strategies now. If anything they should have made tech plants even harder to take because of how much of a bonus they give compared to the bio labs and amp stations.
Hmm good point, I can remember one of the dev stating that they wanted to get rid of the original bases because of the choke point fights, and I think that the tech plant was creating that. At the back (or front) doors players were trying to run threw that door and getting slaughter. Also there is that crack over the side shields, a engi with a turret can get quite a few kills waiting for a LA to come that way. But with tanks spamming the doors and then letting up for a second can give the infantry the break they need. Ive also learned with a sniper posted at the right point you can take out guys camping the gap at the shield, opening up the door for LA assaults with grenades to boot. I for one dont like the base design exept maybe the bio lab (my prefered preference), but the way there designed once the enemy gets in and gets a foot hold its pretty much over IMO.
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Old 2012-12-12, 08:57 PM   [Ignore Me] #9
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Re: PS2 Base Design


^ Well, that was just one type of base, right?
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Old 2012-12-12, 09:04 PM   [Ignore Me] #10
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Re: PS2 Base Design


Originally Posted by Crator View Post
^ Well, that was just one type of base, right?
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).

Last edited by Figment; 2012-12-12 at 09:06 PM.
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Old 2012-12-12, 09:14 PM   [Ignore Me] #11
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Re: PS2 Base Design


Originally Posted by Figment View Post
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).
Cool. I'm down for anything that doesn't allow vehicles spawn camping, varied locations of SCU/spawns/CC with slight advantage to defenders. I like your concept. Just they are going to have to build some dang tunnels or something for some of this. To spread out things in some places. Not everyplace has to be the same though.
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Old 2012-12-12, 11:55 PM   [Ignore Me] #12
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Re: PS2 Base Design


Originally Posted by Figment View Post
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).
Do us all a favor, get a job at SOE. I know these bases are hand crafted and I really appreciate that fact, but God DAMN these base layouts... Is it too much to ask we take a layered approach to bases similar to Planetside 1? Outside is vehicle territory, CY is a hot and heavy mix of both (With covered staircases like miniature 'towers' that can be held with some MAXs, AdvMeds and Rexo's) and the entire inside of the base is Infantry's happy hunting ground.
This just seems especially important to me, not just as someone who enjoys a predominantly Infantry play style but with the fact that everyone can pull anything, resulting in a much larger glut of vehicles than ever seen before.
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Old 2012-12-13, 05:16 AM   [Ignore Me] #13
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Re: PS2 Base Design


Originally Posted by bpostal View Post
Do us all a favor, get a job at SOE. I know these bases are hand crafted and I really appreciate that fact, but God DAMN these base layouts... Is it too much to ask we take a layered approach to bases similar to Planetside 1? Outside is vehicle territory, CY is a hot and heavy mix of both (With covered staircases like miniature 'towers' that can be held with some MAXs, AdvMeds and Rexo's) and the entire inside of the base is Infantry's happy hunting ground.
This just seems especially important to me, not just as someone who enjoys a predominantly Infantry play style but with the fact that everyone can pull anything, resulting in a much larger glut of vehicles than ever seen before.
Sad thing is, the original PS2 base designs DID allow for progression. Do you remember that awesome picture of a Mossie hovering over the new Zurvan, with its walls and force fields? And I remember Higby describing a progression-based fight with the ability to capture the CY and move forwards.

Now, the PS2 Tech plant was still a LESSER base design than most PS1 bases, even though they were more defensible. The PS1 bases gave you feeling of real urgency when you were rushing up from the spawn to the CY. Sometimes you'd be fighting just outside the walls (for the tower), then pushed back onto the walls then into the CY then into the building and eventually back to the spawns. Even when losing it could be totally awesome.

I understand why they wouldn't want every base to play like that, but to take away one of the two that did occasionally produce a longer fight is just plain silly on SOE's part.
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Old 2012-12-16, 10:20 AM   [Ignore Me] #14
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Re: PS2 Base Design


Originally Posted by Mechzz View Post
Sad thing is, the original PS2 base designs DID allow for progression. Do you remember that awesome picture of a Mossie hovering over the new Zurvan, with its walls and force fields? And I remember Higby describing a progression-based fight with the ability to capture the CY and move forwards.

Now, the PS2 Tech plant was still a LESSER base design than most PS1 bases, even though they were more defensible. The PS1 bases gave you feeling of real urgency when you were rushing up from the spawn to the CY. Sometimes you'd be fighting just outside the walls (for the tower), then pushed back onto the walls then into the CY then into the building and eventually back to the spawns. Even when losing it could be totally awesome.

I understand why they wouldn't want every base to play like that, but to take away one of the two that did occasionally produce a longer fight is just plain silly on SOE's part.



the design could have allowed for progressive capture over the two front courtyards, moving into the facility itself, and finally ending at the back (or the main structure)

either way, a missed opportunity

Also... I actually like the way the walls/towers looked here, they were simple and didn't look like they took up any extra, unnecessary space

Last edited by SturmovikDrakon; 2012-12-16 at 10:23 AM.
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Old 2012-12-12, 09:07 PM   [Ignore Me] #15
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Re: PS2 Base Design


There's really no point in being infantry in this game, other than to shoot at vehicles as an HA because you're stuck or are a masochist and enjoy being farmed by vehicles.
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