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Old 2003-06-11, 02:24 PM   [Ignore Me] #46
Endodroid
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Nice hook for those who weren't planing on subscribing after the 30 retail play, huh?

Empire Incentives: The experience modifications are going away. Empire Incentives will be based on "meatier" variables now to give some bite to the Incentives. Health maximums will be affected directly so that underdog Empires get a bonus that matters.
So, does this mean going back to the beta XP point system, no more xp splits for kills etc?

edit: never mind, he's talking about the Incentives for when population is out of wack.

I hope "two weeks" doesn't turn into "when it's done"
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Old 2003-06-11, 03:08 PM   [Ignore Me] #47
Happy lil Elf
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Even though most gamers have forgotten about Duke Nukem Forever, the legacy of "when it's done" shall live on eternally.
/em wipes a tear from his eye
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Old 2003-06-11, 03:10 PM   [Ignore Me] #48
Tieom
Master Sergeant
 


Sounds badass. Should give some incentive for defense, since bases would provide places to repair, rearm, and reshield your vehicles.

Anyways, I was sorta mad that orbital strikes required outfit points for the fact that they necessitated being in an outfit, but now that I look at it I see that if you get to CR 4/5 people will be just begging for you to be in their outfit. Or you could just create your own outfit.
I figure outfit points will be allocated for use - allocation could be decided by the leaders of the outfit for each member of the outfit individually, or it could be adjusted for each outfit rank and CR rank.
For example (Blanks would be filled in by outfit commanders)
Out of the __% of outfit points set aside for expendiature: Every outfit rank you have gives you __% of the outfit points for personal use per day, every CR you have gives you an additional __%. Also, the following individuals have adjusted amounts:
Name | Adjustment | Reason
Phil | 10% bonus | for ANT driving all yesterday - GJ
Bob | 1/2 normal | due to excessive use of orbstrikes
Smith | 2x normal | because I'm the leader of this damn outfit.
Jones | Max: 0 pts | Disciplinary action

Percentages would, of course, be adjusted to equal 100%. (4 "5%"s would be changed into 4 "25%"s)
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Old 2003-06-11, 04:14 PM   [Ignore Me] #49
ajohn505
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I'm disappointed with the hacker changes, though I can definately see that it makes specialized hackers more useful. I'm a grunt, but I spent 3 creds on basic hacking just so I could heal and rearm while hacking bases. That's taken away from me now... since I don't think its going to be worth the effort to keep my locker constantly full. Maybe if they did some kind of locker terminal thing, where you can instantly choose a favorite, just like an eq term. I.E. access a locker and click a button to reload your ammo and medpacks, brining your inventory favorite back up to its original condition.

On the bright side, I have 3 creds to spend on something else
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Old 2003-06-11, 04:17 PM   [Ignore Me] #50
Matuse
First Sergeant
 


I, however, would like to point out this forum post over at SIN.

http://www.sanctuaryinterlink.net/f...t=ST&f=36&t=358

It's actually kind of a depressing read, but it should be posted regardless.
Is there a reader's digest version? I don't feel like signing up for their forums just to read one post, and for whatever stupid reason you need to sign up to read, not just to post.
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Old 2003-06-11, 04:58 PM   [Ignore Me] #51
Yogi
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Originally posted by Hamma
Platoons and Strikes being MIA makes me nervous. Platoons are the single most anticipated feature, IMO
IIRC they weren't in this letter because they were previously announced. I believe Spork cleared that up in a post over there. I'm not going back to find it, those forums are scary.
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Old 2003-06-11, 05:50 PM   [Ignore Me] #52
RUEN
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Tower Silos: Yes, you requested it and we agree with you. Towers are getting Silos. They'll run off NTUs soon.
OK... What about AMSs? are they still going to be infinite respawn? Als, i can totally see people depleting their own towers NTUs to stave off an attack... because you DON'T need a tower for good defence now that you can spawn in hacked bases... towers are shite
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Old 2003-06-11, 05:59 PM   [Ignore Me] #53
Warborn
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Originally posted by RUEN
OK... What about AMSs? are they still going to be infinite respawn? Als, i can totally see people depleting their own towers NTUs to stave off an attack... because you DON'T need a tower for good defence now that you can spawn in hacked bases... towers are shite
Guess what a really fantastic target is going to be for the Liberator once it's released? An AMS can be destroyed with ordinance, while a tower can't be. Both will be useful, but neither will be much more defendable than a base as they tend to be now.
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Old 2003-06-11, 06:01 PM   [Ignore Me] #54
Nitsch
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Originally posted by RUEN
OK... What about AMSs? are they still going to be infinite respawn? Als, i can totally see people depleting their own towers NTUs to stave off an attack... because you DON'T need a tower for good defence now that you can spawn in hacked bases... towers are shite
But you can destroy or hack an AMS, you cant do that to a tower.

I've always had a beef that it can take 10 mins to take a base but 2 hours to take out the tower next to it.

This having towers on a 5 min rehack is great, gives you time to clear out the opposition before they can rehack again.

ANT runs just got more interesting
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Old 2003-06-11, 07:10 PM   [Ignore Me] #55
Squeeky
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Originally posted by Sarah Jinstar


PS: Was awesome seeing ya in game Squeeky hope to run into ya again soon
Was a pleasure killing you
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Old 2003-06-11, 07:16 PM   [Ignore Me] #56
Violator
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orbital strikes sound amazing
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Old 2003-06-11, 08:21 PM   [Ignore Me] #57
NeoTassadar
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Liberator. Must have Liberator. Hope it's not underpowered in fear of people screaming "NERF" when they get carpet-bombed.
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Old 2003-06-11, 08:39 PM   [Ignore Me] #58
sPooT
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O M G loads of goodies coming up Just as I lost faith in Planetside for a bit they fix(or gonna fix) tons of stuff. Things like giving defenders an edge over attackers as it should be, towers get the nerf they deserve, bases will be truly defendable AND you got a reason to defend them.. Oh my...

/me squirts

P.S. I do agree platoons should have #1 priority, I think that's easily the most promised feature of 'em all... Sanc strikes sound really fun but nothing as important as platoons
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Old 2003-06-11, 08:45 PM   [Ignore Me] #59
Derfud
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Nice list, although, I was hoping to see something about the lodestar...
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Old 2003-06-11, 09:05 PM   [Ignore Me] #60
Streamline
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...obvious that we needed to streamline the vehicle acquisition process.
Duh...

No "Hack Leapfrogging": You will soon be unable to hack an enemy facility if the only friendly facility linked to that enemy facility is also hacked itself. This will stabilize the "fronts" and prevent "hack leapfrogging".

Defenders can Respawn at Hacked Facilities: To aid the defense a bit, they will soon be able to respawn at hacked facilities. Of course, the respawn tubes have to be in operating condition, but if they're available, then defenders can respawn there.
Profound. Looks like alot more focus on defense and spawntube killin. Potentially less tower activity.

Now about the auto D. Base turrets are going to be? automatic? What are they now? I fly over empty bases and get shot down by the building all too often. This sounds as though it hasn't been implemented yet. If not then why am i getting shot down by buildings? Okay so what am i not getting here?
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