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Old 2011-10-27, 04:28 PM   [Ignore Me] #1
DviddLeff
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Base picture analysis


The base we see in the PCG screenshot that T Ray tweeted which you can see here gives us a lot of information.

What we can see
It is similar to the Amp Station in the original game with the large central building with pipes running from it. The entire base is much bigger than we have seen in PS, perhaps double or even triple the size.

We see that there are three sections to the courtyard, and the two that we can see have shielded gates, we can probably assume that there could be another gate in the third section.

Inside these courtyards are rectangular buildings, purpose unclear. These buildings appear to be two storeys high, which shows the walls to be the same height. There are also multiple antennae masts, purpose unknown; perhaps merely decorative. The walls have light masts on the outside, strip lights on the inside.

In the corners of the walls there are towers, three or four storeys high which have landing struts on them similar to the outpost we have seen in the trailer.

Outside the base we see two "towers", which could be air towers as they have what could be landing pads on the roof. The tower closest shows a stairwell leading up to the roof. We also see other rectangular buildings outside the walls.

What we can't see
No infantry
No gunfire
No textures on the bases central building or the rectangular buildings
No idea as to any underground component to the base.

Speculation
In the bottom left corner there is the XYZ axis of a modelling program; it is not an in game screenshot?
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Old 2011-10-27, 05:09 PM   [Ignore Me] #2
TRex
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Re: Base picture analysis


Its an in game screen shot , but usually when you see a dev working on a game , they always have the game running in a windowed mode . The x y z axis thing probably there because of this.
Higby said the buildings in the footage are just placeholders . The 'players' are all in vehicles testing the dynamics , the buildings might just as well be made of minecraft blocks .
There's quite a lot of vehicles in the picture , and probably a good representation of the amount of staff working /playtesting that day on that particular project.
Some other day they could all be running around on the ground simulating a small base fight.
To fill the entire picture with air /vehicles and a crap load of infantry on the move...well , thats what beta is for.
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Old 2011-10-27, 06:59 PM   [Ignore Me] #3
Lunarchild
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Re: Base picture analysis


The axes of evil (as they are called), are used to get a good idea of orientation. They are not just used in 3D modeling programs, but also in most other programs where you somehow manipulate objects in 3D space. Games sometimes have them in development builds. Those in 3D modeling programs are usually more fancy than this.
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Old 2011-10-27, 09:22 PM   [Ignore Me] #4
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Re: Base picture analysis


Yeah.
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Old 2011-10-28, 02:41 AM   [Ignore Me] #5
DviddLeff
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Re: Base picture analysis


In this screenshot: http://yfrog.com/ntbh3pp

You can see there is a shield covering two parts of the courtyard, but not the part closest to the player.
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Old 2011-10-28, 02:50 AM   [Ignore Me] #6
Traak
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Re: Base picture analysis




Wonder if that missile-launcher looking thing is a Striker?

That part-shielded CY is cool. I feel my engie skills getting ready already!

I also like how in the new game, the weapons aren't as big as the players.
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Old 2011-10-28, 03:11 AM   [Ignore Me] #7
SKYeXile
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Re: Base picture analysis


Originally Posted by Traak View Post


Wonder if that missile-launcher looking thing is a Striker?

That part-shielded CY is cool. I feel my engie skills getting ready already!

I also like how in the new game, the weapons aren't as big as the players.
its been said it was a nanite systems(it even says that on the badge on the side) rocket launcher, so deci? or perhaps the phoenix transferred to common pool? it does not look like it would ahve the ammo capacity to be a stryker.
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Old 2011-10-28, 09:01 AM   [Ignore Me] #8
wildcat140679
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Re: Base picture analysis


Originally Posted by SKYeXile View Post
its been said it was a nanite systems(it even says that on the badge on the side) rocket launcher, so deci? or perhaps the phoenix transferred to common pool? it does not look like it would ahve the ammo capacity to be a stryker.
Looks like it's a guided rocket of some sort, it has a red laser mounted under a square shaped thingy (look for a bright red dot).

In PS1 the striker needed a line of sight in order to maintain a lock and guide it's missile to the target, you could argue that it needed to paint the target with a laser. So this might very well be the Striker.
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Old 2011-10-28, 10:24 AM   [Ignore Me] #9
LZachariah
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Re: Base picture analysis


That photo of the Terran in what seems to be the first REAL look at Reinforced Exoskeletal armor looks FUCKING beautiful. Where did this photo come from! It's the first I've seen it!


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Old 2011-10-28, 10:35 AM   [Ignore Me] #10
Firefly
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Re: Base picture analysis


Originally Posted by LZachariah View Post
That photo of the Terran in what seems to be the first REAL look at Reinforced Exoskeletal armor looks FUCKING beautiful. Where did this photo come from! It's the first I've seen it!
Tweeted by Higby. I reactivated my never-used Twitter account just to follow the devs.
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Old 2011-10-28, 10:55 AM   [Ignore Me] #11
Xyntech
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Re: Base picture analysis


I like how you can see more of the circle inspired design on the heavy armor than the lighter armor. It makes sense considering that the lighter armor is mostly just a human form with a few distinguishing bits like the helmets.

It is already making my mind picture what the NC and VS heavy armors will look like. The TR one looks very appropriately like something between the light armor and the TR MAX, so we can probably expect something similar in the other two designs.

Considering what the VS MAX concept art looks like, I think the VS heavy armor is going to blow PS1's already awesome looking Rexo out of the water.
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Old 2011-10-28, 12:03 PM   [Ignore Me] #12
Hamma
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Re: Base picture analysis


I've added a category to the media library that contains all relevant tweeted images.

http://www.planetside-universe.com/m...php?cat_id=129
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Old 2011-10-28, 11:25 AM   [Ignore Me] #13
NapalmEnima
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Re: Base picture analysis


Remember the picture Higby tweeted last week to hint at this week's theme?

Remember how huge the TR armor was, somewhere between Rexo and MAX? I suspect we haven't seen the last of that grade of armor.

I'm going to guess that armor is exclusive to the Heavy Assault class, and the Rexo stuff we're seeing here is for medium combat classes.

HA might start with Rexo and unlock the pseudo-MAX suit, while other classes might start with agile with some able to unlock the Rexo (medic, engy? Sure. LA? I'd guess "no").
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Old 2011-10-28, 04:53 PM   [Ignore Me] #14
Xyntech
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Re: Base picture analysis


Originally Posted by NapalmEnima View Post
Remember the picture Higby tweeted last week to hint at this week's theme?

Remember how huge the TR armor was, somewhere between Rexo and MAX? I suspect we haven't seen the last of that grade of armor.

I'm going to guess that armor is exclusive to the Heavy Assault class, and the Rexo stuff we're seeing here is for medium combat classes.

HA might start with Rexo and unlock the pseudo-MAX suit, while other classes might start with agile with some able to unlock the Rexo (medic, engy? Sure. LA? I'd guess "no").
I guess we really don't know what classes are going to look like. Will a class be tied to an armor? Will most skill trees be tied to a class?

Here is my bare bones minimum number of classes I can come up with based on our present knowledge.

Scout (cloaker, sniper)
Support (medic, engi)
Light Assault (jump jets)
Heavy Assault (HA, AV, MAXes)

That's only 4 and we've heard there will be 6. I think medic and engi would make a lot more sense to be combined than Heavy Assault and MAXes though. You could do the sniper/cloaker thing and prevent someone from using both engi and medic skills at the same time, a loss that won't be felt as strongly considering that infantry armor is being replaced with shields.

Anyhow, I guess we'll just have to wait for more information, or maybe a 'Class Week' to find out for sure.
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Old 2011-10-28, 07:01 PM   [Ignore Me] #15
raykor
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Re: Base picture analysis


I like that the vehicle entrances for bases have shields. I assume that they would work like the current cave mod and still allow infantry to pass through.

I wonder if shields are enabled by default or as a benefit from controlling one of the non-base objectives they have mentioned will be scattered throughout the zone.
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