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Old 2004-04-20, 04:49 AM   [Ignore Me] #1
Ait'al
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force tactical play!


They could force tactical play by stoping people from swarming spawn tubes once and for all, and stop them from doing things to the defence and make them think and organize soley around the tactical design of the game by not allowing gunfire in the spawn rooms. They could add a seperate generator with some small unique things to it to disable to every tower and base so even destroying the normal gen doesnt stop defenders from getting armed(but it would disable most base function, including possibly even adding where it stops turrets. Or have it transfer turrets power to the new generators and having them go when then secondary generator is disabled or drained.). This would add a new element of tactics all together aswell. You could also have a system to transfer power from the main power system to the spawn room generator, which would be smaller, through a controll system in the bases. It would drain energy from the ntu everytime you recharge each structure individually. It could remotely give the ability to transfer energy to all surrounding owned towers too, but once again at the expence of ntus from the base. I would add small ntu silos to the lone towers then too, which could make it fun trying to keep up when lots of vehicles swarm a tower. This would stop pointless tower battles and/or make poeple choose there weaponry better. You could have different disabling devices throughout a base to down the power, blow the EQ terminals, or blow the tubes, which could possibly be done through hacking(lets say the REKs hack can mess with the power distribution and short them if desired). The near by med rooms would still allow fire, to clarify. And the pain feilds could be sent to the new rooms or areas that would disable the spawn rooms different abilities. This could add more importance to command structures and group dynamics to stop people from taking out the different things in the base and make a somewhat more close nit game players. Remember, this is the same reason you dont get alot of experience for people who just respawned. Another pain feild could go around the opening, or opening hallway, of the spawn room to to stop the affect you get sometimes at warpgates. Also, the remote bases would/could always need seperate ntus from ants but the base towers could get from the base and from ants seperatly.

-There would basically be a hack to short the Spawn EQ terminals and another for the tubes themselves
- a generator to blow physically to take out everything attached to it
- adding of the turrets to this generator
-a new system in the bases to remote recharge the bases towers
-the same thing to all towers except what doesnt make sense. ( it includes hack devices for the terminals and tubes.)
-and small ntus silos for all towers.
-add anything else i said above if i missed anything.
-you could also add someother small things in the specific bases already or a certain function of things in a base already, or any future things that make sense, if these ideas are balanced and make the main generator still have purpose.
- The cc would still be attached to the main generator and hakcing the cc would still give you control of the whole base.(includind spawn tubes etc.)

Last edited by Ait'al; 2004-04-20 at 07:12 PM.
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Old 2004-04-20, 10:28 AM   [Ignore Me] #2
Cryptica
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Well there was so much written up there that I didn't follow all of it, but I did catch a couple things that while in concept are a good idea, I don't know if they'll ever be put in place. Basically not being able to fire a weapon in a spawn room wouldn't logistically make sense. (Granted, the same is true for sanctuary, but oh well.)

However, spinning off of what you said about eq terms and spawn tubes, perhaps they all have mini-deflector shields around them, and the only way to destory them/hack the eq terms is to take them down, either via a seperate generator or hacking into the matrix terminal, or something.
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Old 2004-04-20, 10:41 AM   [Ignore Me] #3
Nalar
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Although I am a big fan of more tactial battles Im not really sure what the point of the secondary generator would be. If the secondary gen still allows spawns, then what would the point of even taking down the primary gen be since most people try to avoid destroying the generator except to stop heavy spawns.
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Old 2004-04-20, 11:20 AM   [Ignore Me] #4
Lartnev
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I don't think the devs should force tactical play. Instead, reward people who do.

I just wish I could follow the rest of it
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Old 2004-04-20, 11:24 AM   [Ignore Me] #5
hazzer2007
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Looks ok, but ntu silos for towers isn't a good idea, too many towers to fill.
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Old 2004-04-20, 06:50 PM   [Ignore Me] #6
Ait'al
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You would now just take down a different gen to stop spawning. And you would have two gens with different purposes to blow, like all none spawn room terminals and everything else that wasnt meantioned(including things that dont need base energy that could be added). This is mostly meant to affect the tactical part that sqaud leaders and other orginizers have to think about. The only gens you would have to use an ant for are the ones not directly outside of a base. You could add that warpgate towers dont need ntus also, it would make sense and still allow a foothold on the contintent. But the normal gens could take less time to drain than the base ones(and have less damage to blow) and could only take 10-20 percent out of the bases ntus to refill, Or 0-10-20 depending on how full it is and what numbers you use. This would leave some tactics to holding and using a tower and maybe make the value of base towers more obvious.

I thought it would be nice to completely stop people from annihilating the people at the tubes and make the other option the only ones to stopp them from coming out. In this case about there would about 3-4. This would leave only the other things like the cap etc to tactictioners. Like i said this is the games hold on the concept already and why they said they implemented haveing low exp on newly spawned units.(its primarily to stop degrated tactics, which is hopefully what this would do aswell.)

Edit: the new control concole for remotely giving ntus from the base to the bases tower could be on the old generator also. Then it would be a primary thing to blow to take a tower. since it isnt that hard to stop an ant from resuplying one. (the new ntus silos would be miniture ones to and wouldnt take up alot of space.)

The point of that is to basically try to make anything but infiltrators need to orginize to assault and do anything but hold off the enemy. (Maybe some modifying of the tower guns would called for here too.) The point of stopping gunfire in the spawn rooms is to make it harder to take a base while just firing at the enemy. So now you could only use fire to hold off the enemy and have the only way to take the base now to be the predetermined ones provided in the game. IE CC hacks etc. This would massively increase fighting in all areas and give more flow to battles. And give a massive boost to tactical side of play. The normal pushing throuhg a base would still exist. And so would all but the cheapest of tactics that are most detrimental to the game design and gameplay.

OH yea, The secondary gens would be dependent on energy periodically from the main gen(no seperate ntu silo). So you blow it and the secondary will fail eventually and run out of energy. So There is some point to long battles still, and more point to holding the room that allows you to resupply the Spawn room generator. As to the part about turrets on the second generator. I think i like the idea of it on the old generator, unless part of the new generator is it lets you use the secondary generators precious energy to auto reheal the turrets from the new control rooms concoles. After words you would just have to heal them with the normal means, if you dont to so tactically to begin with.( I think they should add small xp to this like when resupplying ntu silos at this point also.)

Last edited by Ait'al; 2004-04-20 at 07:19 PM.
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Old 2004-04-20, 08:03 PM   [Ignore Me] #7
scarpas
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Originally Posted by Cryptica
Well there was so much written up there that I didn't follow all of it, but I did catch a couple things that while in concept are a good idea, I don't know if they'll ever be put in place. Basically not being able to fire a weapon in a spawn room wouldn't logistically make sense. (Granted, the same is true for sanctuary, but oh well.)

However, spinning off of what you said about eq terms and spawn tubes, perhaps they all have mini-deflector shields around them, and the only way to destory them/hack the eq terms is to take them down, either via a seperate generator or hacking into the matrix terminal, or something.
/agreed
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Old 2004-04-20, 09:11 PM   [Ignore Me] #8
TheN00b
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*Nevermind*
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Old 2004-04-20, 09:13 PM   [Ignore Me] #9
KIAsan
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I like the idea of a backup generator. This is yet another point that makes rational sense. Add a backup gen in the little room connected to the spawn room. It powers only the spawn room. The main Gen powers everything else. With it blown, no vehicles, extra terminals, med stations, turrets, mods. However, defenders would still be able to spawn and equip (until hack or until they penetrate the spawns and blow that gen). Backup gen doesn't operate until the main gen is down. Maybe put in a slight delay before it comes online.

I would also like to see force shields on the main spawn doors, forcing attackers to come in through the little room to attack the spawns. That would make the base battles last a bit longer. There may even be a case where the defenders could hold out in the spawn, only to eventually lose due to the hack going through. Now that would add a little excitement to base defense.
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