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Old 2011-11-20, 02:42 PM   [Ignore Me] #16
Death2All
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Re: PS2 Idea: Base alarm system.


Originally Posted by Raymac View Post
Hmmm, interesting concept. I don't know if it should just be a fire alarm type system, because, well, some people will hit the button every time they see it just because. You see kids pull false alarms all the time in real life. So, my only concern would be limiting the spam from constant false alarms, but a manual alarm would be great. (Enemy troops have entered the base! Enemy troops have entered the *static*)

I think it would be supercool for engineers to expand the base alarm system though. They could add trip wires / lasers at certain entry points that would trigger an alarm if an enemy passes. Perhaps be able to set up security cameras too.

Then you can give cloakers spy-movie gadgets to detect and evade the security measures.

http://youtu.be/tyzLHFkdv6E


Made me think of this for some reason
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Old 2011-11-21, 01:15 PM   [Ignore Me] #17
NivexQ
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Re: Base alarm system.


I was going to ask Higby about this during the last agn but we ran out of time. I hadn't thought about the false alarms though. That could be (somewhat) solved by adding a Command Rank (or whatever replaces that) requirement. Like, only CR3 or 4 and above can trigger the alarm. I was also thinking about perhaps adding a self check, so that when you trigger the alarm, the base runs a quick check to see if there actually is any enemies in the base, but that would turn into a quick, cheap way to check for intrusion without any real cause for pressing it.

Edit - I really think that this would be a much better alternative to hotspots. I never really liked hotspots. They don't make any sense. If I kill someone they should have to take it upon themselves to tell others that I'm there, rather than have that happen automatically.

Last edited by NivexQ; 2011-11-21 at 01:16 PM.
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Old 2011-11-21, 07:18 PM   [Ignore Me] #18
Vash02
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Re: Base alarm system.


I wouldnt bother with base alarms other than the PS1 system. its too hard to think of way to implement them without it being easily abused.
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Old 2011-11-22, 01:23 PM   [Ignore Me] #19
Big J Money
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Re: Base alarm system.


Hm, maybe I'm missing something, but what's the problem with the idea? This is how I picture it:

Multiple levels of alarm that clearly mean specific things.

Alarm X - Someone triggered a sensor. No way to know how many or how often. If you see this, it's up to you and maybe a squad to decide to investigate or not. If your security system is setup real well it will also serve to help you locate them once you get there. (assuming they are stealthy)

Alarm Y - Once the facility has actually been "hacked" or capped or whatever. Has nothing to do with base security systems.

Alarm Z - Once an exceptional enemy force has been detected in the area. Has nothing to do with base security systems. Same as the old hotspot indicator; consider it a late warning.

Honestly, for this system to be fun it kind of would require some gameplay in planetside2 that rewards smaller squad sized groups for arriving to a base early and doing stuff to prep it for an assault. Locating and foiling these groups would be the security anti-game.
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Old 2011-11-22, 05:25 PM   [Ignore Me] #20
SuperMorto
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Re: Base alarm system.


Originally Posted by Vash02 View Post
I wouldnt bother with base alarms other than the PS1 system. its too hard to think of way to implement them without it being easily abused.
You could say that about anything, like all the guns, just take them out and give us all candy floss. Then we will all be ok.

Point is anything can be abused, but things need to be in the game, I dont see any problem with a 20 second alarm that resets after 2 mins.
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Old 2011-11-22, 05:26 PM   [Ignore Me] #21
SuperMorto
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Re: Base alarm system.


If you like the idea folks please give it some stars
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Old 2011-11-23, 06:14 AM   [Ignore Me] #22
xSlideShow
First Sergeant
 
Re: Base alarm system.


I'm all for trip wires.
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