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View Poll Results: Do you feel that taking out the gens should no longer disable facility link benefits?
Yes I agree, taking out the gens should not disable link benefits. 10 23.26%
No I disagree, taking out the gens should disable link benefits. 33 76.74%
Voters: 43. You may not vote on this poll

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Old 2003-11-05, 07:11 PM   [Ignore Me] #31
FireZ
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Originally Posted by Hamma
I don't think it should be changed, it requires empires to take care of their bases and adds to the strategy. Without it, bases would not be as important.
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Old 2003-11-05, 09:59 PM   [Ignore Me] #32
Ducimus
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Originally Posted by Hamma
I don't think it should be changed, it requires empires to take care of their bases and adds to the strategy. Without it, bases would not be as important.
Exactly.

Trying to do away with "covert ops" as people like to call it, is trying to do away with the need for empires to take care of their bases and the need to add stragegy, and it takes away a layer of depth from the game. Whining about "covert ops" is nothing more than whining to the referee to change the rules of the game so you can "win" easier in my opinion.

You want a virtual online war with depth or a pay to play clone of BF1942 in a futureistic setting?
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Old 2003-11-06, 01:09 AM   [Ignore Me] #33
Skullhead
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it should be hard blowing up the generators.

And some lameasses decide to Blow the generator and take the modules and blow them up by running into water. I don't know where the dumbasses get the idea to do that. Modules should be placed in the Control room not next to the stupid generator and they should only be removable thru hacking the modules themselves or just hacking the base itself.
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Old 2003-11-06, 03:55 AM   [Ignore Me] #34
Ducimus
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Originally Posted by Skullhead
it should be hard blowing up the generators.

And some lameasses decide to Blow the generator and take the modules and blow them up by running into water.
Theres this little term in real life combat engineering circles called "Base Denial". In essence, if your about to lose a base for whatever reason, you render the base and all of its assets inoperative.

For example removing the same part from every vehicle or weapon and destroy those parts so they can't be reassembled and used by the enemy. Or destroying roads to hamper traffic.

Blowing a generator is denying the enemy the bennfits of that facity. Destroying a module is denying the enemy that resource. Seriously if your objective is to down a generator at a tech plant cause the NC are pumping out vanguard after vanguard, and you accomplish this - and your already there, with a module up for grabs. That is a target of opportunity. If your way behind lines your chances of getting that module to a friendly base are slim to none if a large force is in the area or if your solo- so you should destroy it if possible.

Is that nice? No of course not, but last i checked in PS you have empires at war, and your not going to win wars with one hand tied behind your back because the other guy whos trying to shoot you, thinks what your doing isnt nice or fair.
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Old 2003-11-06, 04:32 AM   [Ignore Me] #35
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Resource denial is fine and dandy, but the generator should require at least two people to destroy. It's supposed to be a team game, so why make it solo heaven in this vital aspect? If anything takes advantage of an enemy's underpopulation, it's forcing them to spread out to stop major threats by single enemies. Just my opinion.
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Old 2003-11-06, 05:03 AM   [Ignore Me] #36
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Originally Posted by Ducimus
Theres this little term in real life combat engineering circles called "Base Denial". In essence, if your about to lose a base for whatever reason, you render the base and all of its assets inoperative.

For example removing the same part from every vehicle or weapon and destroy those parts so they can't be reassembled and used by the enemy. Or destroying roads to hamper traffic.

Blowing a generator is denying the enemy the bennfits of that facity. Destroying a module is denying the enemy that resource. Seriously if your objective is to down a generator at a tech plant cause the NC are pumping out vanguard after vanguard, and you accomplish this - and your already there, with a module up for grabs. That is a target of opportunity. If your way behind lines your chances of getting that module to a friendly base are slim to none if a large force is in the area or if your solo- so you should destroy it if possible.

Is that nice? No of course not, but last i checked in PS you have empires at war, and your not going to win wars with one hand tied behind your back because the other guy whos trying to shoot you, thinks what your doing isnt nice or fair.
Stop trying to play "Well in real life" because in real life we have this fascinating this called security guards and mainenance techs. These are people who dedicate themselves to keeping facilities running, the greatest desterrant to industrial espeionage will always be loyal employees. Please dont tell me about base denial because again if we wanted to go by your "Real life model" it whould take either a massive ammount of explosives or a good solid bombing run to do facility denial, both of which take a while to set up, and mutliple people to execute. I'm not saying it shoud be impossible, i'm just saying its too easy for one idiot to drop a gen witha drop pod. Additionaly in "Real life" if a component of our war machine kept getting taken out by some idiot grabbing it and running into the nearest pond we'd seriously look into making it waterproof. It's a matter of addaptive combat engineering and tactical doctrine, again somethign we cant reflect in Planetside. Please dont tell me about denial of assests, I do work for a entity that blows shit up for a living.
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Old 2003-11-06, 11:45 AM   [Ignore Me] #37
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>>because in real life we have this fascinating this called security guards and mainenance techs. These are people who dedicate themselves to keeping facilities running, the greatest desterrant to industrial espeionage will always be loyal employees.


Well, get then, what are you waiting for, if sappers piss you off so much, login and do something about it!


Heh im done arguing, my sub is up tommrrow anyway and i already cancled. This game doesnt have enough depth and has quite a few things wrong with it... unfortunatley theres people who want to make it an even shallower exeprience by removing some layers of depth.. PS won't ever live up to its potential - and thats the truth.
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Old 2003-11-06, 11:48 AM   [Ignore Me] #38
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I don't think anyone is going to be waiting for sappers for what could be hours, much less in groups. If you're going to have that non-stop thrill-ride, you can't be camping for sabateurs for your whole play session.
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Old 2003-11-06, 04:33 PM   [Ignore Me] #39
Ducimus
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As ive already said in another forum. Instead of whining; adapt, overcome and improvise.

Sappers are going to come after your modules no matter what.

Sappers are going to come after tech and interlink plant gens no matter what.

Both of which at anytime.

Consolidate your assets, makes it easier to protect. Of course nevermind any of that indepth strategy gameplay type stuff, all people seem to do is pay 13 bucks a month for FPS action they could easily aquire from playing BF1942 for free. But like i said, im done.
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Old 2003-11-06, 05:01 PM   [Ignore Me] #40
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If it bugs you so much that you can't get your advanced vehicles, do the smart thing and keep a light vehicle in your cert collection. I refuse to have an advanced vehicle until I have at least some basic means of transportation that is available everywhere. If you want to be a vehicle specialist, you should set yourself up so you can always get a vehicle. Pretty straightforward.
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Old 2003-11-06, 05:02 PM   [Ignore Me] #41
Hamma
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Originally Posted by Skullhead
it should be hard blowing up the generators.
Yea it should probably be a bit harder. But my motto is if it aint broke dont fix it.
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Old 2003-11-06, 05:13 PM   [Ignore Me] #42
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I like Gerbil's idea here (as usual) The dual hacking keeps soloers out of your gen room and I dont really see a good argument as to why a solo troop should be able to singlehandedly take all tech vehicles away from a whole cont (yes, even temporarily). Since planetside is a grouping and socially oriented game this makes sense that you need a squad or at least a buddy if you want to drop a tech link.

Either do that or not allow the gen to be destroyed by any combination of items that can fit in a single troop's inventory (8 boomers). Make the soloer at least be forced to bring his own AMS for several trips or advanced hacking for several trips
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Old 2003-11-06, 05:15 PM   [Ignore Me] #43
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Originally Posted by Queensidecastle
I like Gerbil's idea here (as usual) The dual hacking keeps soloers out of your gen room and I dont really see a good argument as to why a solo troop should be able to singlehandedly take all tech vehicles away from a whole cont (yes, even temporarily). Since planetside is a grouping and socially oriented game this makes sense that you need a squad or at least a buddy if you want to drop a tech link.

Either do that or not allow the gen to be destroyed by any combination of items that can fit in a single troop's inventory (8 boomers). Make the soloer at least be forced to bring his own AMS for several trips or advanced hacking for several trips
/agreed
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Old 2003-11-06, 05:20 PM   [Ignore Me] #44
FraudulentBob
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Gens now play a key role in the defense of an important facility, it adds teamwork in that you must assign gen defense to someone.
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Old 2003-11-06, 05:29 PM   [Ignore Me] #45
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I dont mind defending the gens in a base thats actualy under attack it bothers me in a base thats a million miles from the front.
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