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2004-07-12, 03:11 PM | [Ignore Me] #301 | |||||
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2004-07-12, 03:26 PM | [Ignore Me] #302 | |||||
Colonel
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2004-07-12, 06:29 PM | [Ignore Me] #303 | ||
I've gone through the emplacements and towables list and streamlined it a bit so that I'm not so overwhelmed with work.
Cover that any grunt can create using the entrenching tool: Steel boxes cover (but with sloping dirt front) Suspended until further notice: Barricade wall. (Grunts can no longer create cover with an ammo box. Reserved for engineers.) Cover that an Engineer can create using the entrenching tool: 180 cover machine-gun variant Emplacements that Combat Engineers can create using the CE Vehicle: 12mm MG nest Radar post Command Post (combined with communications post) Medical post NTU vehicle recharger Supply post Landing Tarmac Lookout post Ground monitoring post Emplacements (in addition to the CE ones) that Field Engeers can create using the CE Vehicle: 20mm x2 AA nest 80mm indirect fire mortar 100mm indirect fire artillery SAM site Suspended until further notice: 50mm, 75mm, AV missile Towed equipment for Field Assault cert: Storage Radar Communications AA direct fire Flak cannons 90mm AV and aritllery cannon (direct and indirect fire modes - mimics versitility of 88's) Indirect fire artillery rockets 155mm indirect fire artillery Suspended until further notice: 35mm, 120mm mortar, SAM |
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2004-07-12, 10:11 PM | [Ignore Me] #305 | ||
Corporal
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Well I dont wan't to bring number of people in as a factor, i just want to fight in a city =D. I would consider the WG technology so advanced, assuming string theory is true, that is actualy uses the energy of the nantites to reconstruct the matter of the object. That would include DNA, RNA, protiens, brain waves, ect...
Emplacements are my favorite idea man, I really like what you have put together. To prevent extraneous emplacements, I think you should make the CE cost outfit points. If i could play a game where I got experience from successfully pushing an enemy force away from their emplacements and into their city, then i'd be a happy man =D. I like that website a lot, I'd like to see more concepts like the one I posted here. I'm thinking of laying out a city on one of the continents, it would sure help to know which continents will become "home Continents" again. I'm going to go work on that after this post =) By the way, 'Urban Outposts' sound more like barracks to me. So there could be a "north Dahaka barracks". I'm still a "all the way or not at all" person. Last edited by 7ruth; 2004-07-12 at 10:15 PM. |
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2004-07-12, 10:12 PM | [Ignore Me] #306 | |||
Sergeant Major
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2004-07-12, 10:45 PM | [Ignore Me] #308 | ||||||
Monitoring posts have a very wide placement range (and I think they can only be placed in friendly territory), so if Spec Ops troops or Infiltrators can destroy one, it creates a gap for forces to slip through. If a forces wishes to drive deep into enemy territory with maximum secrecy, the best choice is to drop spec ops forces into the territory's generator, hack it offline to disable the radar and map warnings, then libs or aicraft destroy the monitoring posts (since they can't detect air vehicles). Then the ground forces can invade in total secrecy. Another way is for a Galaxy or Phantasm to fly in under the radar and hot drop troops into the urban outpost or base. But this is very dangerous if any AA are about.
The buiding blocks: Enemy territory creates a blackout on all friendly communications and facility warnings for friendly troops and commanders. Broadcast abilities in any territory was also affected by your command rank, the higher you were, the further people could hear you (within your Task Force of course) In my original idea, everything was Radius-based. That is, a CR1's radius was 200m, the CR2's 500, CR3's 1000, CR4's the whole continent (all friendly territory on the cont) and a large radius around himself if he was in enemy territory. I tied that in with a communications system, which was also radius-based. Without comm coverage, you couldn't broadcast. So if you set up comm posts and towers in enemy territory, you could extend your communications range there, but only so far as the comm radius. Players were supposed to overlap as many towers as they could to create a blanket of communications coverage. (The idea started to feel cumbersome at this point and the fun factor weakened.) Now I added in the Command Centers, Command Vehicles, and Command Posts. These had the purpose of boosting a unit-leaders abilities. Basically any HQ area extended your comm range no matter your command rank. They also imparted better scanning abilities and such. I debated for days whether CPs/HQs gave CR4-ranged broadcast to CR1s or just a larger radius. This was afterall, broadcasts within a TaskForce and only unit leaders could hear it anyway. It was all to be this symbosis between Command elements and Communications elements. Comm posts would extend the empire's broadcast and map warnings range, and command locations would extend leader's abilities within them. Eventually, as happens, I discovered that all this was insanely complicated and stupid! The Concept Today: So I gutted the whole thing and rebuilt it as a zone-based concept.
For communications coverage in enemy territory, all an empire has to do is place a single comm tower, command post, or command vehicle in the zone, and then communications are availabe for the entire zone. Place it right across the border if you like, it'll still reach the whole enemy zone. Although, along the border is the first place reaver pilots will look. Commanders leading from any command center (except for the Command Vehicle) boosts that CR's range by an extra layer, that is a CR1 can now broadcast to other taskforce units in his zone and to the adjacent zones, a substantially larger area. Comtechs will also be able to enter those same Command Posts or Command Vehicles to enhance their jamming/eavesdropping abilities. It also keeps the comtechs close to the commanders that they are protecting from enemy eavesdroppers. This makes things much more simple and direct. It also creates a better game of cat and mouse. Pilots will have fun patrolling enemy territory for enemy command posts, comm towers, supply posts, monitoring stations, NTU recharging stations, etc. Destruction is the best tangible part of the game that keeps you coming back for more day after day. The teamwork and strategy requirements provide that intangle element of satisfaction and pride that keep you coming back subscription after subscription. End of long story. Short Version: The original idea sucked. Command and Communications naturally go together I switched the concept from a radius-based system to a zone-based system.
I decided the smaller basic cover was useful mainly as a hasty prepared position i the absence of engineers and heavy equipment. At least until further notice. If the idea catches on, I can bring it back as a variant of the basic cover for someone willing to invest the extra preperation to deploy one.
Last edited by Hayoo; 2004-07-12 at 11:24 PM. |
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2004-07-12, 10:48 PM | [Ignore Me] #309 | |||
http://www.planetside-idealab.com. If you just want to browse pictures, you can go here: http://psforums.station.sony.com/ps/...ssage.id=50139 |
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2004-07-12, 11:07 PM | [Ignore Me] #310 | ||||||
The concept of Outposts is for that urban combat feel and also provide a conduit for more field battles. It will feel like a town, that's for sure, with all the different structures like the maglev station, powerplant, supply depot, landing field, etc. As for names, I'd have it so that names for the outposts would be their own (based on the mythology theme of the cont) so that each 'town' had its own identity. That way, any large battles in the area could adopt the name of the outpost. The Battle for Gunuku is getting old, but with more place-names, it'll be easier to get a sense of a war with lots of unique battle locations. |
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2004-07-12, 11:33 PM | [Ignore Me] #311 | ||
Major General
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That all sounds good Hayoo. The "Layer" system is logical. I was also thinking that prehaps you should be able to wirelessly connect the NTU refueling stations to AMSes and any other emplacement that needs to be in supply to work, if the owner allowed you. Kinda like setting up a forward base, as long as you keep it in supply.
Any ETA (Even a rough estimate) on those illustrations?
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<Doop> |
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2004-07-13, 01:26 AM | [Ignore Me] #312 | ||
Corporal
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Well its what i came up with after an hour and a half, or so, but you get the idea. Its not realy finished, but oh well I couldn't make it much better... Basicly 1 by 2 kilometer colony, and obviously abandoned. What I meant to say earlier was 'CE vehicle' not CE =/ but i do see your point. The Barracks thing is because it sounds like that sort of thing to me... Travel through the Wormhole took place over a 20 year period, and when it closed the TR deperately tried to find a way to reopen it. They keep it under wraps too, and people were executed(for good probably). It eventually got out and people saw a chance to break away from the TR. Last edited by 7ruth; 2004-07-13 at 01:28 AM. |
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2004-07-13, 04:18 AM | [Ignore Me] #313 | ||
I'll reply when I get up this morning (it's already 4am here ) but I just wanted to mention that I finished setting up Idealab's forums (finally).
There's not much in there yet, of course, just a greeting but I'll start filling it up eventually. The forums can currently be reached through the Site Forums link in the main menu bar or just use this link: http://s3.************.com/Planetsid...lab/index.php? I'll start putting up new threads and squaring all the links away, but right now I'm beat. I will also continue to post here on PSU and post news if I make a really big release on the site or WIP section. K, I'm going to bed. |
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