New base Mechanic/modified design - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: "Dude, you're getting a stick and a bag"?
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Idea Vault

 
 
Thread Tools Search this Thread Rate Thread Display Modes
Prev Previous Post   Next Post Next
Old 2013-11-22, 06:56 PM   [Ignore Me] #1
Livefire
Staff Sergeant
 
New base Mechanic/modified design


With the new heavily modified amp station base being tested on the PTS I thought it would be a good idea to give some Ideas I have had over the last 6 months on base design and Mechanics.

Base Layout modification needed
1. Raise the blast shields on all the walls and battlements like the new Esamir amp station on PTS, but add a catwalk across the roof's of the wall's so soldiers of all classes can choose to be in the complete open on the top but then able to see the whole battlefield between the battlements which is now somewhat blocked by the blast shields.

2. Add more AV/AI/AA turrets to the walls and battlements, they are designed to fit a lot so put them on.

3. Add turret's on the roof of the super structure mainly AA.

4.Move a spawn point into the super structure of all bases, then add 1 or 2 external spawn buildings in the CY as well "like there is now", this makes equip terminals easy to access for defenders through out the base and also provides multiple hard spawn points through out the base so it will not be nearly as easy to spawn camp in the CY like it is now.

5. Seal all holes in the walls so enemy's have to come through the main base shields or over the walls somehow like the fortresses.

6. Add full 2 way tunnels across the base connecting all the separate spawn rooms and the strategic area's of the base and base walls.

7. Add a highly defendable "Base Power generator" to all bases/towers/outpost's which controls all power of the base and base systems If blown it will kill base lighting/turrets/equip terms/spawn tubes/cap points/base shields/spawn room and building shields "because the small shield gens just boost the necessary power for the huge base shields. This will finally make a use for the "flash lights" when securing a blacked out dead base because its "Base Gen" has been blown.

8. Add cat walks alone the top of the outpost walls on Esamir so infantry can run along the walls and shoot down on attackers and protect the outposts better.

9. Add full 2 way tunnels between the towers and surrounding buildings to prevent spawn camping. And Add a SCU and a "Base Power Generator" in the towers as well. Separate them on different sides of the tower complex and make the base Gen much harder to assault as it kills power to the whole tower complex just like in bases.

10.5. Make Spawn buildings full 2 way so you can go up to the roof and come back down, not have to jump off the roof to get back down inside.

Mechanic Modifications
1. Base/Tower/Outpost generator, This is the one off kill everything option attackers will have with the bases being easier to defend, added to the current shield generator and the SCU's but will be heavily fortified and easy to defend but if blown literally kills the entire base "even the lights" leaving only the emergency battery back up lights all ready seen installed on all facility's. Even the cap points and the turrets will be dead.

"SCU/GENERATOR Modified mechanic layout"
SCU's - Controls only the spawn tubes/equip terminal/ Vehicle terminal.
Shield Generator's - boosts base generators power to power base wall and super structure shields.
Base Generator's - Controls everything the SCU does as well as the all shields/turrets/cap points and base lights excluding emergency battery back up lighting.

2. Make base shields block infantry just as they block vehicles. Forcing infantry to come over the wall via light assault, gal drop or drop pod to the gen buildings. Or a straight drop assault on the superstructure for the SCU or Main Base Generator.

3.Make all shields block 2 way fire, none of this cheep shoot out but not in crap..

4. Make infantry have to carry a hack tool or cert in it like cloaker's do now and literally hack the control points not just boringly stand next to them like BF. And the hack speed should not be increased with the amount of people you have standing around only one person should be able to hack a capture point at a time but they should be able to upgrade that skill themselves so it goes faster.

5. Make individual spawn tubes destroyable.

Last edited by Livefire; 2013-11-22 at 07:12 PM.
Livefire is offline  
 
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Idea Vault

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:05 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.