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2014-05-27, 05:58 PM | [Ignore Me] #1 | ||
Staff Sergeant
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I wouldn't imagining it happening for atleast a year, but I'm a big proponent of SOE just doing the necessary legal work to protect their IP, and then just making Planetside 1 open source. Lucas Arts recently did something similar with Jedi Academy, Microsoft did it with .NET... at this point is there that much code worth protecting in an 11 year old game?
So, if Planetside 1 were made open source, what would you recommend the talent within the community to focus on? (CC and Wasp fix aside) For me a few big ones would be:
How 'bout you? |
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2014-05-27, 07:35 PM | [Ignore Me] #2 | ||
Captain
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Well, realistically i would opt for getting the game in a presentable state for a start.
Currently with the locked out content and funny drops it can sometimes feel like playing on a bad private server lol. So fixing what's there is what we really need as a first step for anything. And i definetely don't think it would be a good idea to fiddle with any gameplay / shooting / balance parts. But i also would love to have the old world back, pre-bending. I don't mind new oshur but the (galaxy) map is confusing, the old world map was way more elegant. It's also inconsistent with the in-game messages which for example still mention empires gaining home "continent" benefits. And second on my wishlist would be going back to old, low battle ranks. No br40 jack-of-all-trades stuff, i prefer altoholism, i mean specialization, over that. So there you have it, just plain old regular, pre-bending world map, pre br40, current balance planetside. I bet that's a mix that would get us enough people for fun fights. Edit: Let's be realistic though, for SOE to do this would require some serious black magic. Last edited by Babyfark McGeez; 2014-05-27 at 07:40 PM. |
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2014-05-27, 07:56 PM | [Ignore Me] #3 | |||
Private
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Trust me this is a bad idea. Besides the fact that it is pointless, it will divide the community. Look at Quake/CS in their respected primes. Quake 3 had CPMa(best)/vq3/osp/ra3/Freezetag/insta/.... list goes on. CounterStrike had 1.everything till 1.6 was established competitive mode. All these community splits were based off of minor changes.
Don't mess with any weapon changes, maybe old lasher but that's it.
For me,
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2014-05-28, 12:58 AM | [Ignore Me] #4 | ||
First Lieutenant
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If you're going to list ideas for "fixing" the game don't do silly ones.
Reduced reload times and messing with strafing (warping is almost entirely caused by clientside anyways). No, focus on actual issues. Change how base capture works - Opening a new continent should stay at 15 minutes - But if you have a linked base on continent, hacks should take 10 minutes. Reduce cert points back down to a BR20-23 level. Decaying CEP Remove BFRs/Galaxy gunships/Flails Give XP for assisting in kills outside of squads (including XP based on damage dealt) Begin fixing a number of in-game bugs. Better in-game tutorials Increase size of bases - Bases were rather tight, being just slightly larger would still keep bases defensible without the tightness. Rebalance Max units - Reduce TTK vs infantry on AV/AA Max units - Combine max suit timers into 1 suit - Allow freely switching of max weapons - Reduce max suit cert cost. - Prevent max units from using using specific implants (Dark light/Pshield). - Make max unit armor function as normal armor. - Disallow maxes from using abilities/implants while auto-running. - Add a resource (either stamina/unique energy cost) to auto-running in maxs - Reduce AOE damage dealt by AV maxes, goal being in mind to reduce accidental suicide from CQC against infantry/maxes. If not that, consider adding a 4th type of max weapon. A Anti-Max type weapon, but non-explosive. Rebalance Aircraft - This would take some debate and careful work Rebalance Viruses - Make viruses last less time (Especially NTU viruses - Rework radar disabled - Viruses should be cleansed if the person who set the virus leaves the SOI - Virusing CE should permanently (until cleansed) disable the CE/Wall Turrets - Buff the TRek's ranged function - Consider combining T-Rek/Normal rek (allowing you too not have to carry 2 of them if you have it certed) Rebalance in-game weapons - Cycler needs to be brought up to par with other ESMA - Striker needs several fixes to keep it on par with the lancer. Name projectile speed and reload animation - Phoenix make closer to PS2 Pheonix - Lasher could be made easier to use. A slighty tighter COF at it's widest edges would make it more useable during sustained fighting. - Scatmax, remove it's primary and tertiary fire mods. - Sparrow could use some buffs to bring it up to par. - Remove jackhammer tripleshot (useless in it's current state) Rebalance CE - Remove upgraded AA/Spitfire turrets - Combine Assault/Fortication CE into one 3 point cert. - Remove placing spitfires in enemy SOI's - Fix sensor disruptor fields to being spherical and not cylindrical Buff AMS engine horsepower Consider shrinking AMS size and allowing galaxies to carry an AMS with them Enhance the speed at which bases repair themselves when not actively being attacked. The goal in mind here is to help prevent mass base draining by a single person. Rebalance implants (there are some more radical changes that would need som discussion. - Remove personal shield/second wind - Consider adding passive/active functions to all implants - Audio Amp should drain stamina quicker while active. Passive mode would grant let you hear footsteps from further out. Prevent from being used in vehicles - Enhanced Targeting. Passive same as always. Active any proposals? - Advanced Regneration. Passively restore HP at a slow rate outside of combat. Active will be a much faster HP restore at the cost of stamina. - Range magnifier. Passive same. Active proposals? - Darklight. Prevent from being active in maxsuits/vehicles. Increase charge up time. Passive propsals? - Sensor shield. Silent footstep passively. Actively prevent radar signature from showing. Improved sniping mechanics Rebalance Grenade/grenade launchers - Remove explode on impact for frags/plasmas - Buff thumper/punisher plasma Hmmm... there's probably more, but that's what I can think of off the top of my head. Last edited by Effective; 2014-05-28 at 01:23 AM. |
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2014-05-28, 07:35 PM | [Ignore Me] #8 | |||
First Lieutenant
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Flails have no reason to even exist in the game. Sure, they're unique. But being able to kill people who can't even retaliate against you without taking measures that you may not always be able to do. Galaxy gunships are broken overpowered. You can't balance a massive flying fortress that boasts more than enough firepower to take down anything while being incredibly durable. It will either be broken OP or worthless, no middle ground. There are 2 ways to kill GG. The pilot has to be bad, or you have to throw enormous amounts of firepower at it to kill it. |
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2014-05-29, 07:01 PM | [Ignore Me] #11 | |||
Corporal
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2014-05-29, 08:08 PM | [Ignore Me] #12 | ||
Corporal
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I sort of have to disagree on removing BFR options.
BFR's were liked for a majority of reasons, them being: 1: Customizability. 2: Mobility 3: Morale 4: Power 5: It's a friggin' mech. 6: It had a variety of tactical or useful capabilities. 7: More Resilient than other vehicles due to its shield that could be periced by some weaponry 8: You acctually have to earn the damn thing Last edited by SArais; 2014-05-29 at 08:10 PM. |
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2014-05-29, 09:11 PM | [Ignore Me] #14 | |||
First Lieutenant
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1. Then we can work on making vehicles more customizable, no reason to keep the BFR just because of that. 2. Plently of vehicles are mobile 3. No 4. Tanks have power. 5. Not a valid reason 6. So do every other vehicle in the game, BFR's encroach upon the niche of a well established vehicle 7. Yes, the weapons that can pierce it take forever to kill it. 8. Silly mechanic I would be alright with keeping BFR's if the shield was removed and the armor was buffed. AND the Flight variant was removed. Remove the AA/AI weapons while you're at it. |
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2014-05-30, 02:33 AM | [Ignore Me] #15 | |||
First Lieutenant
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1. Thanks for reminding me, remove free rexo. 2. 15k CEP decay a week might not be quite what we're looking for. There would need to be a timer before decay begins to occur since your last base capture. Fast enough that you could keep CR5 permanently but not slow enough that you could have a whole squad of CR5's. 3. You can't really tone down BFR's/GG's/Flails without making them useless. That's just the kind of vehicles they are. Game would just be better off without them 4. As far as bugs are concerned, it would be better just to fix as many as possible to prevent abuse. 5. Max armor - I'm fine with either making it so normal bullets apply damage to max units. But my goal was have it so that max's take HP damage and not just armor damage. The idea is that someone can't use a max suit with 1 HP and therefore get a free card to life. 6. My concept would be the max suit is 3 cert points. Additional weapons cost 1 point each, and you must purchase the AA weapon before the AI weapon. This would make it a 5 point cert. I think 7 cert points would be too expensive. 7. Max units don't need darklight. Cloakers already don't have any tools to really deal with them except for hoping they stand still long enough to be boomered twice. 8. Yes, a resource for max auto run would make it like surge. Finding a sweet spot for how long they could run would be the difficult part. 9. AOE from max units doesn't need to be outright taken away, the goal is to simply make it so that they're better suited for CQC combat. 10. Aircraft as they are in PS1 are simply too powerful without many downsides. The fact that they're so powerful is why the game is flooded with a ridiculous amount of AA. Rebalancing aircraft would allow us to remove some of the excessive AA tools and better balance other tools in the game. 11. Radar virus rework - I'm not sure if you're saying AA currently works in disabled radar virus (which I know it doesn't), or if you're suggesting that be the rework. That is a possiblity, but I think more could be done with it. 12. As far as losing the virus upon leaving the SOI, if you don't have a spawn point in the SOI then you've probably already lost the base. This actually gives me a good idea though. A rework of how the respawn system works, I'll explain at the bottom 13. I feel pretty strongly about simply making it so that virused CE simply is disabled permanently or under the same conditions as base viruses (leaving the vicinity removes the virus) . 14. I think CUD and REK should stay seperate tools personally. 15. Striker damage is a possible fix. But I would prefer faster projectiles. Also, the reload animation is not fine. When you reload it blocks the middle of your screen, it actually breaks your missile lock. 16. Phoenix's issue isn't it's damage. Faster projectile speed, and allowing you to get out of camera mode/reload without exploding the rocket would be good starts to give it better useability. 17. Lasher's damage isn't an issue, it already deals more damage than MCG. 18. instakills on a weapon that already excels at shortrange is silly, no. 19. On cerb turrets, I wasn't just talking about them. I'm talking about removing all upgraded spits + AA wall turrets. Reworking aircraft would allow us to remove the rather excessive amount of AA that exists. 20. 3 Certs is fine for the a combined Fort + Assault CE without upgraded spits in enemy SOI's + upgraded AA wall turrets. On that note Assault turrets need a buff. 21. Sensor disruptors indoors would be ridiculously op 22. No, lodestar still would serve a purpose of moving absolutely enormous vehicles + providing a strong repairing station. When was the last time you've even seen someone carry an AMS in a lodestar? 23. Second wind still goes against the original premise of a BR 1 being able to defeat a max BR with equal footing. 24. Hence why I suggested increasing stamina drain on audio amp. Not that it's OP just too good not to use. 25. I don't see why it should be free at BR 1. ET That is. 26. That's why I'm suggesting to buff those implants to make them worth using. 27. Darklight should definitely not stay the same. Increasing the charge up time to the same as sensor shield would put cloakers on a more even footing with darklight users. Preventing it's use in vehicles/maxs actually gives them a chance to avoid them. 28. Sensor shield works fine inside mosquito radar unless you take damage. 29. You would hit someone by physics. Bounce it. Removing explode on impact prevents players from cheesing with and just firing at other players feet. 30. Punisher/Thumper ammo capacity really isn't a problem. Plasma from those weapons is useless in comparison to frags. Last edited by Effective; 2014-05-30 at 02:51 AM. |
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