Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: where you can say ANT and not mean a bug.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-01-07, 07:41 AM | [Ignore Me] #16 | |||
Contributor General
|
Also replying to a reply above. Only capitols in PS1 had a complete bubble force fields, those could not be entered by any enemy and even if they could the base could not be captured until surrounding bases had first been taken over. I'd say the two do not compare. |
|||
|
2013-01-07, 07:56 AM | [Ignore Me] #18 | |||
Lieutenant General
|
Quite.
It resulted in a camp situation till the dome would collapse, a complete ignoring of defense of the base as "it protected itself", camping by artillery units that would quickly retreat into the shield at any sign of danger, a complete plug in the lattice, effectively reducing the options for fighting to just two paths around the capital (too restricted, where PS2's hex-system/lattice is too unrestricted even with adjecency (PS2 lattice) rules). The worst offender being the DSC on Ceryshen, which resulted in a complete choking of any fighting there due to the Igaluk-Nerrivik and Sedna-Nerrivik links being made impossible by Galaxy Gunship camping of the one viable route (the high altitude bridge) in combination with the steep cliffs (nobody would use the canyons due to being too logistically demanding). Basically, since the DSC introduction, there have been no good fights on Ceryshen. If domes are introduced, it must be ensured that they do not obstruct an in-out flow of battle, do not create dome camping or induce all sorts of other problems due to disconnecting the in- and out fights. Much like how the Bio Domes already create flow issues, due to the way the inside is connected to the exterior. |
|||
|
2013-01-07, 08:17 AM | [Ignore Me] #19 | ||
Something they could fix today: jump pads for defenders only.
Longer term, perhaps spheres of influence that make attacking bases harder. Maybe Q spotting doesnt relay enemy positions to friendlies unless certed for?
__________________
|
|||
|
2013-01-07, 10:05 AM | [Ignore Me] #20 | ||||
First Sergeant
|
I have a problem with walls being specifically open to the outside. This should definitely be changed and I am confident it probably will Last edited by SturmovikDrakon; 2013-01-07 at 10:07 AM. |
||||
|
2013-01-07, 06:51 PM | [Ignore Me] #21 | ||
Contributor Major
|
Call me an atavistic old fart, but God those are beautiful.
__________________
No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! |
||
|
2013-01-08, 03:26 AM | [Ignore Me] #22 | ||
Sergeant
|
Figment, an others thoughts to this design?
base design idea simple but straight forward presentation. (A) Gatehouse Towers -each tower has 2 AV guns, there are 2, 3 or 4 gatehouses depending on the base design/location. (B) Wall Towers - 2 AV guns wall level (C) AA Towers - 2 AA guns per tower (D) Bridge Ramparts -One Ramptart extends to each outlying base camp. I should mention, these are infantry only accessible.Solid Line linking to B Tower - Optional underground hallway of connected rooms? Extends to a barracks of an outlying forward camp. - This allows defenders to transport materials, troops and equipment safely to those forward areas during an attack. (similar in concept to the trench tunnels on esamir at some bases) Outer Base Wall - red dots are AI turret emplacements Airpads Airpads if placed outside on the upper dome, would have terminals inside on the upper level. (1) SHIELDED sections protect from enemy vehicles from passing, shelling or bombarding into the facility. Infantry can pass through them without harm (other than the enemy shooting them) Inner Court - very similar to building sprawls outside of the main structure of current base designs, aside from a few key modifications. Underground layout - Corridors, supply rooms, stairs an jumpliftsUpper level -Air terminals With this layout.. attacking a defended Major installation will require the attacking force to secure the outlying camps FIRST to guarantee success, unless they have sheer overwhelming numbers. Still they will have to bypass the outer defenses, secure the interior court.. then the main facility an finally the capture. Which should be a hack n hold timer.. with a chance to resecure. Also to consider the more layered approach to defensive measures an access would make Galaxies a more frequent option for troop deployment runs, to disgorging soldiers up onto the outer wall battlements, AA turret sections, gatehouses an the like. Last edited by Archonzero; 2013-01-09 at 08:35 PM. |
||
|
2013-01-08, 07:36 AM | [Ignore Me] #23 | ||
Lieutenant General
|
Image isn't showing Spartan (invalid attachment specified, probably internal forum attachment only), could you upload it elsewhere? (Would recommend to imageshack, as it can be done without resizing, photobucket resizes these days)
|
||
|
|
Bookmarks |
|
|