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2012-03-26, 04:05 PM | [Ignore Me] #1 | ||
Corporal
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When I was eagerly watching the gameplay demo of Higby playing Planetside 2, I couldn't help but notice that the base capture was rather quick. Now we don't know exactly how long the devs were playing in the specific base for, but when Higby went into that base it seemed like there was no 15 minute re-secure. This worries me because the 15 minute re-secure mechanic was important, in regards to tactics and gameplay captivity, of Planetside and it saddens me that it might be stripped away in favor of an instant base cap. Thoughts?
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2012-03-26, 04:13 PM | [Ignore Me] #3 | |||
General
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Even so, as Malorn pointed out. Mechanics displayed in GDC were probably sped up for demonstration purposes. |
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2012-03-26, 04:13 PM | [Ignore Me] #4 | |||
The mechanic was sped up for the Demo. Capturing will be proximity based and affected by how many players are within that proximity. For example, if it's 15 feet, then a hack will be initiated if an enemy is within 15 feet of the control console. Each additional enemy within that proximity will decrease the time it takes to complete the hack. I would imagine that this would also be counter balanced by the number of friendlies in that proximity as well.
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2012-03-26, 04:32 PM | [Ignore Me] #5 | ||
Lieutenant Colonel
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I think the mechanics completely changed in PS2. For example, it was mentionned that the base was divided in strategic parts with different objectives. It was also mentionned that the troops defending would not be able to spawn inside the base once it was under hack.
So the whole base could become some kind of no-man's land during the time of the hack with the fights having as much importance outside (battle for the spawn points) and inside (battle to defend or stop the hack). It might get quite interesting during a hack since the defenders will be forced to take back initiative and force the attackers to take the defenders' role for X minutes. |
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2012-03-26, 04:39 PM | [Ignore Me] #6 | |||
Sergeant Major
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And yes its 2:40pm and ive been drinking lol. Last edited by Synapses; 2012-03-26 at 04:40 PM. |
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2012-03-26, 04:47 PM | [Ignore Me] #7 | |||
Capturing versus hacking are different things. And as far as has been said Infiltrators are the only class that can hack, the wording used being that they're "the hacking class". |
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2012-03-26, 04:51 PM | [Ignore Me] #8 | |||
Sergeant Major
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On a side note: How AWESOME would it be if cloakers got the ability to walk on walls via a walk suction device sort of like we see in the Alien VS Predator games? Yes I have been drinking, but its an entertaining thought to think of. Last edited by Synapses; 2012-03-26 at 04:52 PM. |
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2012-03-26, 04:56 PM | [Ignore Me] #9 | |||
Captain
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Capturing by players nearby? No way. There was no hint of that. Capturing timers will be influenced by surrounding territories. Like 5 min if you get all, 15min half, 30 min none. Where did you get it was number of players? |
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2012-03-26, 04:58 PM | [Ignore Me] #10 | |||
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2012-03-26, 05:07 PM | [Ignore Me] #11 | ||
Captain
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I dont think so. They wont make one class necessary to capture base. Not with all that simplification route theyre taking. Shields will just hold vehicles like in PS1. If you want their support you disable shield generators, but anyone could do that. Infils will have it easier to do it before main force fight their way there.
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2012-03-26, 05:37 PM | [Ignore Me] #12 | |||
Private
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http://www.youtube.com/watch?NR=1&fe...&v=ikSRA46-Ug8 Hacking shields: ~7:12 time mark Base capture: ~1:40 time mark Although not said specifically about base capture (the shields needing hacking is however), the whole capture mechanic in the demo - that a few guys go in through those non-hacked shields and the base flips - I believe it is pretty clear that that is staged. What the actual mechanics are I don't know though. |
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2012-03-26, 05:47 PM | [Ignore Me] #13 | |||
This has been my understanding of the how capturing will work. At this point, no REK is needed. No specific class is needed. Infiltrators will be the "Hackers" of the game, as hinted about the way generators would work. This is likely to be some form of overload. As for the "flag" style of capture mechanic, it has it's pros and cons. Old school players may complain because that is simply not how it worked before, but it is likely that the amount of time needed for a solo player will be significant, as to prevent "ghost hacking". I imagine the time needed will be cut drastically when you get closer to a squad sized number of enemy.
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2012-03-26, 05:54 PM | [Ignore Me] #14 | |||
Captain
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Timers based on territories was from devs, but i didnt see any mention from them about flag based mechanics. Where did you get that? |
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2012-03-26, 06:11 PM | [Ignore Me] #15 | |||
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