Crazy Idea: Empire Specific Bases - PlanetSide Universe
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Old 2004-06-21, 06:22 PM   [Ignore Me] #1
Red October
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Crazy Idea: Empire Specific Bases


This is an idea I've been throwing around in my head. Haven't had much time to think about it, but here goes:

Empire specific bases. Since base redesign may eventually occur, how about this scenario. Each empire has a "Home" continent with a Capital thats different from all the rest nor is it designed like any of the opposing empires capitals (although functions could be similar). Some ideas...

Spawn Room completely redesigned: Instead of 3, have 6 tubes and equipment terminals. Also have 1 or more Implant, Certification and Advanced Medical Terminals. This room of course will be larger but should be a central hub of the base. Easy access to Generator and Control Console should also be available from this room.

Vehicle Pad: Two available, one standard outdoor and one indoor similar to a tech plant. However, the indoor one should have two spawn tubes and an equipment terminal. That way, you can have the option of spawning directly to this area if your vehicle inclined. The outdoor would serve as a function for those who start out as grunts, but later in the battle a vehicle is needed.

Air/Dropship Pad: Two similar to that of a tech plant and connected to a dropship pad as well. Terminals housed in a seperate building (easy access for those outdoors) and a "tunnel" to the main base. Also contain two spawn tubes for similar purpose above.

Main Room: Typically these have a lot of empty space with an equipment term and med term thrown here and there. Lets have 4 seperate rooms that each access the courtyard in a different direction. Each room will have a spawn tube, equipment terminal and medical terminal. We shouldn't have to throw an AMS in the courtyard just to have quick access to it.

Command Room: A room only accesible by certain level of CR's. Room will track general movements of soldier groups as well as friendlies. Options should include ability to "see" squads if all squad members are in close proximatey. Also allow you to put one way point for the squad should a target of opportunity arise and the squad is near it. Squad Leader should have the opportunity to nullify or set to ignore waypoints from certain CR5's (lets face it, certain CR5's, shouldn't be there).

Vehicle repair: two x 2 for air units and four x 2 for ground vehicles that utilize's a "pass by system" where you initiate an autopilot and your damage determines the speed you go through/by it. You emerge damage free. Unless of course its taken out.

Turrents: For the capital, they should be armored better. Also should be able to toggle between three different weapon modes: Mode 1-Anti Vehicular (Empire specific i.e. Striker, Lancer, Phoenix). Mode 2-Anti Infantry (Empire Specific i.e. Chaingun, Lasher, Jackhammer). Mode 3-standard As it is currently. Limitations. Mode 1 and 2 require resupply of ammo. Thus teams (gunner, engineer, and "gopher") need to work together.

Inner Turrent: Located on main building two heavy and two anti-air. Heavy should use same weapons that are on tanks. One heavy and one Anti-air should be accessible only from the outdoors (and hence repaired from the outdoors). The two remaining should be accesible only from the indoors (and repairable from the indoors). This adds a little more potency to the base. Should the indoor accesible turrents be destroyed, timer should be enacted untill it can be repaired. Also if equipment module is installed. Heavy turrents can fire in secondary mode similar to that of a flail.

Walls: Should have both Open air and enclosed areas. Also access to them should have both open air and enclosed cat walks. Enclosed walls have "porticles" to fire from. Allows greater protection from general weapons fire, but also makes it a prime target for snipers.

Back door. Shoud be opened ONLY from the inside. Hacker must either hack from the interior (heck of a challenge) or if someone is stupid enough to open it while the enemy is camped out waiting.

Gates: Should be actuall physical gates that can be shut at the command of CR5 or majority vote of CR5's (keeps both infantry and vehicles out). However, gates can take damage and be blown to pieces. New gates only available once continent is captured (either by friendly or opposing empire). If shield module installed, will still function as normal. Note: commited engineers will be sorely needed here to keep the repair going faster than the firepower. Enemies need to coordinate firepower in order to bring down the gates.

Indoor Spitfires: Should be availble, but must be enabled by Engineers and number deployed indoors is limited.

Hackers: This is more of an overall game idea rather than base idea. If a hacker hacks an equipment, medical, etc term, then he has the option to "lock" it only for his empires use. Opposing empire must re-hack it with another hacker. Also, Adv. Hacker should have ability to hack spawn tubes and lock it for its own empire (as above) Also, opposing empire can then use spawn tube. Drawback, it should be for a timed limit (eliminates mass back-hacking spawn tubes w/o taking the base) I think this could really add some dynamics to game (and give the poor infs some love).

Granted this makes the Capital a real pain in the ass to take, but shouldn't it be that way for the Capital on the "Home" Continent?

Well, thats my crazy idea.

Last edited by Red October; 2004-06-21 at 06:26 PM.
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