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Old 2012-06-02, 06:33 PM   [Ignore Me] #1
Figment
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Logistical control


Beyond denying resources, what kind of logistical control over the enemy do you envision? And what is "too much logistical freedom" for the enemy in your book?
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Old 2012-06-02, 06:35 PM   [Ignore Me] #2
GreatMazinkaise
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Re: Logistical control


Blowing spawns and terminals at the very least, I hope.
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Old 2012-06-02, 06:55 PM   [Ignore Me] #3
Pepsi
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Re: Logistical control


I always liked the idea of obtaining some sorts of prediction controls when you capture certain hexes. For example, I liked the idea someone proposed of being able to capture a weather station and know of inclement weather along the continent. Some other ideas could be:
1) A radar station that allows you to see enemy movements within a 1 hex radius. Can be compensated to "lag" for balance issues so you see what happened 30 seconds ago.
3) A hex that can disable enemy radar within a 1 hex radius.

That's all I got. I'm not very creative.
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Old 2012-06-02, 06:59 PM   [Ignore Me] #4
Figment
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Re: Logistical control


Well logistical control is about forcing your enemy to do certain things or to deny them access to something by controlling their supply lines and their speed of reinforcement and relocation. Some real life examples would be for instance by taking their air fields and harbours, destroying railroads, roads and bridges, etc.
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Old 2012-06-02, 07:01 PM   [Ignore Me] #5
Blackwolf
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Re: Logistical control


Originally Posted by Pepsi View Post
I always liked the idea of obtaining some sorts of prediction controls when you capture certain hexes. For example, I liked the idea someone proposed of being able to capture a weather station and know of inclement weather along the continent. Some other ideas could be:
1) A radar station that allows you to see enemy movements within a 1 hex radius. Can be compensated to "lag" for balance issues so you see what happened 30 seconds ago.
3) A hex that can disable enemy radar within a 1 hex radius.

That's all I got. I'm not very creative.
Might be cool to feature artillery emplacements. Not mobile artillery, but giant guns built into the ground itself that can fire on targets over 1km away.

Keep it unmanned and require someone with the proper command certs to designate target areas that are wide in scope. Artillery bombardments should be messy and used prior to assaults, not during them.
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Old 2012-06-02, 07:10 PM   [Ignore Me] #6
Jinxsey
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Re: Logistical control


Either,

Generator Stations linked to control points that can be "blown" to deprive base turrets, lights or/and spawners of power.

Fixed Artilery that can be used to provide fire support, use in a similar manner to OS, but the arty has a fixed number of guns with a fixed arc/range that can be capped or blown.

Radar stations, as suggested above.

"Resource convoys" that provide small time sensetive bonuses to resources to players in close proximity to them as they move. Can be blown by opposing forces to provide similar resource bonus.
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Old 2012-06-02, 07:13 PM   [Ignore Me] #7
Pepsi
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Re: Logistical control


^ heh, beat me to it.

Originally Posted by Blackwolf View Post
Might be cool to feature artillery emplacements. Not mobile artillery, but giant guns built into the ground itself that can fire on targets over 1km away.

Keep it unmanned and require someone with the proper command certs to designate target areas that are wide in scope. Artillery bombardments should be messy and used prior to assaults, not during them.
Sounds like a good idea. To add on, I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
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Old 2012-06-02, 08:21 PM   [Ignore Me] #8
Atheosim
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Re: Logistical control


Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
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Old 2012-06-02, 08:27 PM   [Ignore Me] #9
cBselfmonkey
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Re: Logistical control


Originally Posted by Atheosim View Post
Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
Dunno about a debuff but maybe it would be cool if certain bridges could be raised or lowered? Maybe even have them be moveable (rotating from a single point) to open up new paths for attacks or defense?
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Old 2012-06-02, 08:33 PM   [Ignore Me] #10
Blackwolf
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Re: Logistical control


Originally Posted by Pepsi View Post
^ heh, beat me to it.

Sounds like a good idea. To add on, I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
Originally Posted by Atheosim View Post
Perhaps bridges can be capturable assets that can add some sort of debuff to the enemy.
Debuffs? Respawn times? Yew people speaketh evil words of RPGs!

Seriously, bridges might feature their own auto turrets on them. Small destroyable things maybe.

As for destroying artillery, abso-freakin-lutely! But engineers can repair that up on their own. No auto-respawn crap.

Expanding on the artillery idea, I think a variety would be awesome. A missile battery that has a much greater range but a larger area of effect and more effective against vehicles then infantry. And a typical shell lobbing gun battery capable of firing shells that explode into shards over head like the bombs dropped by libs in PS1, shorter range and smaller area of effect but more effective against infantry.
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Old 2012-06-02, 08:52 PM   [Ignore Me] #11
Atheosim
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Re: Logistical control


Originally Posted by cBselfmonkey View Post
Dunno about a debuff but maybe it would be cool if certain bridges could be raised or lowered? Maybe even have them be moveable (rotating from a single point) to open up new paths for attacks or defense?
I think bridges would have to be completely redesigned for those to work properly, but they're fantastic ideas for upcoming continents for sure.
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Old 2012-06-02, 10:14 PM   [Ignore Me] #12
Dagron
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Re: Logistical control


Originally Posted by Pepsi View Post
... I would like these logistic and non-logistic abilities to be able to be destroyed. That would bring the choice to the one doing the assaulting of the Hex to either: destroy the artillery or radar station and lose the ability to use these devices for a short time even if they capture the hex (30 minute respawn time?), or try to capture the base intact (which will be harder) but be able to have control of these facilities upon capture.
I like that, it gives the defenders the option to auto-destruct facilities they're about to lose too.
(hey, another use for hacking: stopping the self-destruct)

Also:
Originally Posted by Blackwolf View Post
But engineers can repair that up on their own. No auto-respawn crap.
This.

Last edited by Dagron; 2012-06-02 at 10:22 PM.
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Old 2012-06-03, 09:00 AM   [Ignore Me] #13
ringring
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Re: Logistical control


Excluding the capture of resources, the blowing of generators and spawns.

Regarding resupply convoys. I wouldn't like to have simply a NPC convoy rolling.

I think the way to do it would be for Mr AI to create a two-part mission.
Part A: Gather in the source of the resource at a certain time.
Part B: Proceed to the destination after a clock has ticked down to 'Go!'.

There would need to be an ant-like vehicle to transport the resource.
You would only get XP if you fulfilled both PArt A and Part B.
The XP gained would be proportional to the amount of resource successfully deliverewd. If all your ant's are destroyed you get zero.
You would get XP even if you simply provided protection to enable to resource to be delivered.

A fairly simple thing but more interesting than it being done by bots.

Imagine 3 supplt trucks begin defended by 6 airchav, it could become our own version of operation pedestal http://en.wikipedia.org/wiki/Operation_Pedestal
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Last edited by ringring; 2012-06-03 at 09:03 AM.
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Old 2012-06-03, 10:14 AM   [Ignore Me] #14
wraithverge
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Re: Logistical control


what I would like to see is a modified lattice system ala ps1. If there are set towers built on the map that give their benefit to all other hexes connected. This way there's a reason to back hack and simulated supply lines, maybe have shield regen towers(or any other number of bonus towers) that hit within 2 hexes, then have a signal repeated tower 2 hexes away to spread it further etc. From what we've seen the micro battles will be amazing, but we need a better macro battle system.
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Old 2012-06-03, 10:17 AM   [Ignore Me] #15
Stew
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Re: Logistical control


Some instalation thats can be capture , destroyed , repairs , like motar , sensor radar , generator , all sort of thing thats give more kind of mission than just capturing A . B . C spots !
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