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PSU: Beware of the squirrels
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2012-07-11, 02:38 AM | [Ignore Me] #1 | ||
Private
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I remember seeing this a long time ago and thought it looked great. A better improved PS1 base with buildings inside, etc. Now what im seeing is not like that at all, they gotten rid of the walls and sheilds and just better placement of things imo. Now looks more like team deathmatch as people here have been mentioning.
Maybe, im hopeing is that we have not heard all the infomation about upgrading bases, that would call from space and help fortify your base. I remember Smedley pointing out the landing feet on that building in the first reveal. Well see with coming soon beta i guess, can't wait. |
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2012-07-11, 02:42 AM | [Ignore Me] #3 | ||
Master Sergeant
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i noticed this also but i just guessed (hoped) it was a different type of base or something
i dont mind some open style base i dont mind some closed in style bases (like the one in the first picture) i DONT want ALL of them open or closed in - give us variety |
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2012-07-11, 03:22 AM | [Ignore Me] #7 | ||
Brigadier General
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While we haven't seen much of the whole base wall thing in recent footage, we also haven't heard anything on the subject other than that some bases will be walled in and some won't be. That may have changed, but there isn't sufficient reason to believe so at the moment.
Also remember that base layouts are very modular this time around. They can easily add, subtract, and move around walls at will. This means several things. For one thing, no two bases need be too similar. While there are only 3 major types of large base structure, they will each be surrounded by a unique layout of smaller structures. It also means we will be able to have odd layouts where the geography is incorporated into the base layout, creating defensive locations totally unlike anything in the first Planetside. And finally, the ease of modifying base layouts means that if the open bases end up being horrible fights where defenders just get hopelessly steamrolled all the time, they can easily add some walls back in. |
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2012-07-11, 03:27 AM | [Ignore Me] #8 | ||
Corporal
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Having all the basses the same creates more a static gameplay. assaulting every base is no different than the other. So by changing it up it allows offence to have an edge or defense, maybe even neither. It keeps gameplay varied enough so it doesn't seem repetitive and adds a uniqueness to each base. Not to mention giving tactical differences for both defense and offence to adapt and change to
I like them all being different. Down to every last boulder and shrub. And the developers are showing this as well. |
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2012-07-11, 03:50 AM | [Ignore Me] #9 | |||
Sergeant Major
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2012-07-11, 04:06 AM | [Ignore Me] #12 | ||
Brigadier General
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You've got to be kidding me. Having a walled in area would be WAY more of a "deathmatch" arena than the layout Zurvan, for example, has now. You honestly think being surrounded by walls would make the game feel bigger??
Also, look at the terrain around that base. The hills and the buildings essentially create barriers and bottlenecks, but they do so in a much more organic way than freaking walls. I think it is brilliant design to be able to basically "hide" barriers. |
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2012-07-11, 04:25 AM | [Ignore Me] #13 | |||
Second Lieutenant
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2012-07-11, 04:38 AM | [Ignore Me] #14 | ||
First Lieutenant
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I think walls will be subject to the natural barriers surrounding the base, as Raymac insinuated. Remember, we call them bases, but they're more like facilities. To me, the tech plant is the closest thing to arguably being an actual military grade base, while Amp stations look like power plants and Bio labs more like terra-formers.
Coincidentally, I think all of the access points are to further discourage the possibility of the defense getting locked into their base once the offense pushes into the courtyard. Likewise however, it makes defense harder. Both sides will need to fight like they're on the offense in PS2, turning it into a game of whom can push against whom harder. |
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