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Old 2012-10-11, 07:58 PM   [Ignore Me] #1
Buggsy
Sergeant Major
 
Logistics, real command system


-No squad spawning, no galaxy spawning.

-Don't need to be an officer to spawn an AMS. AMS maximum deployment distance 500 meters from any base. AMS is how you earn points to become an officer.

-Lieutenant can place Battalion base.

-Colonel can place a Regiment base.

-Major General can place a Brigade base.

-Lieutenant General can place a Corps base.

-General can place an Army base.

-5 star general can place an Army Group base.

When you place a base on the ground it appears as under construction. Say you place a Regiment base, you find the closest base that is in the higher chain of command like a Brigade or Corps base, you spawn an ANT there and have 3 minutes to drive to your under construction base. You drive there and despawn, the server records the route you drive.

The NTU silo is empty at the base you created, nobody can spawn there till the first ANT arrives. Each ANT adds 25% to 1 silo, and subtracts 25% of 1 silo from the base it came from. Whenever a base is 75% or lower at the NTU silo it automatically sends a command to the master base and the server spits out an ANT that follows the route a player created to the slave base.

Spawning anything draws some NTU out of the silo at the base you spawned at, or from the AMS you spawned from. Tanks, aircraft, artillery draw more NTU from silo that infantry.

-Battalion base has 1 NTU silo (infantry spawn only)
-Regiment base has 3 NTU silos (infantry and choice between air, ground, or artillery spawn)
-Brigade base has 6 NTU silos (everything)
-Army base has 9 NTU silos (everything)
-Army Group has 12 NTU silos (everything)

-players place bases wherever their imagination fancies, the only limitation is that they got 3 minutes to drive the ANT. Driving off a cliff destroys ANT.

-bases are destroyed by enemy fire, not capping a flag. Although there should be a room in each base which takes significantly more damage than the outside of a base, to give infantry a bigger role in destroying bases.

-Destroying an enemy computer controlled ANT sends 90% of the NTU back to the silo point of origin. Players like to play ninja behind the line commandos allot, this would only encourage it more.

-Army Group Base gets it's NTU from the warpgate, or sanctuary warpgate. Drive ANT from warpgate to Army Group Base.

-Defending your supply line consists of looking at the map and watching for the little explosion icons behind your lines whenever someone attacks an NPC ANT (well those icons were in PS1).

-Artillery drains a little NTU from point of origin with each shot fired.

Command Rank:

-Whoever setup the base has their name attached to the base, and it's hidden from everyone else but the player that setup the base. Whenever someone dies to enemy fire points are subtracted to the officer's rank. Whenever someone kills an enemy that spawned from the base, points are added to he officer's rank.

-Command rank is on a curve so there can only be so many officers online, and depends on how many players are online so your rank can fluctuate with time.


___________

There you go, no need for some wonky lattice system, and now using artillery requires significant scouting and planning. You can't just point and click at a known doorway, because it isn't known anymore. Artillery can now be made powerful. Everyone knows Artillery is gimp because of fixed spawn points.

Players encircling an enemy base/position, shooting ANT's trying to get in, actually means no supplies get through.

Commanders actually command.

Players can now use a much wider variety of tactics/strategy to win other than Frontal Assault/Cap The Flag.
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Old 2012-10-11, 08:10 PM   [Ignore Me] #2
Gugabalog
Major
 
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Re: Logistics, real command system


Originally Posted by Buggsy View Post
-No squad spawning, no galaxy spawning.

-Don't need to be an officer to spawn an AMS. AMS maximum deployment distance 500 meters from any base. AMS is how you earn points to become an officer.

-Lieutenant can place Battalion base.

-Colonel can place a Regiment base.

-Major General can place a Brigade base.

-Lieutenant General can place a Corps base.

-General can place an Army base.

-5 star general can place an Army Group base.

When you place a base on the ground it appears as under construction. Say you place a Regiment base, you find the closest base that is in the higher chain of command like a Brigade or Corps base, you spawn an ANT there and have 3 minutes to drive to your under construction base. You drive there and despawn, the server records the route you drive.

The NTU silo is empty at the base you created, nobody can spawn there till the first ANT arrives. Each ANT adds 25% to 1 silo, and subtracts 25% of 1 silo from the base it came from. Whenever a base is 75% or lower at the NTU silo it automatically sends a command to the master base and the server spits out an ANT that follows the route a player created to the slave base.

Spawning anything draws some NTU out of the silo at the base you spawned at, or from the AMS you spawned from. Tanks, aircraft, artillery draw more NTU from silo that infantry.

-Battalion base has 1 NTU silo (infantry spawn only)
-Regiment base has 3 NTU silos (infantry and choice between air, ground, or artillery spawn)
-Brigade base has 6 NTU silos (everything)
-Army base has 9 NTU silos (everything)
-Army Group has 12 NTU silos (everything)

-players place bases wherever their imagination fancies, the only limitation is that they got 3 minutes to drive the ANT. Driving off a cliff destroys ANT.

-bases are destroyed by enemy fire, not capping a flag. Although there should be a room in each base which takes significantly more damage than the outside of a base, to give infantry a bigger role in destroying bases.

-Destroying an enemy computer controlled ANT sends 90% of the NTU back to the silo point of origin. Players like to play ninja behind the line commandos allot, this would only encourage it more.

-Army Group Base gets it's NTU from the warpgate, or sanctuary warpgate. Drive ANT from warpgate to Army Group Base.

-Defending your supply line consists of looking at the map and watching for the little explosion icons behind your lines whenever someone attacks an NPC ANT (well those icons were in PS1).

-Artillery drains a little NTU from point of origin with each shot fired.

Command Rank:

-Whoever setup the base has their name attached to the base, and it's hidden from everyone else but the player that setup the base. Whenever someone dies to enemy fire points are subtracted to the officer's rank. Whenever someone kills an enemy that spawned from the base, points are added to he officer's rank.

-Command rank is on a curve so there can only be so many officers online, and depends on how many players are online so your rank can fluctuate with time.


___________

There you go, no need for some wonky lattice system, and now using artillery requires significant scouting and planning. You can't just point and click at a known doorway, because it isn't known anymore. Artillery can now be made powerful. Everyone knows Artillery is gimp because of fixed spawn points.

Players encircling an enemy base/position, shooting ANT's trying to get in, actually means no supplies get through.

Commanders actually command.

Players can now use a much wider variety of tactics/strategy to win other than Frontal Assault/Cap The Flag.
/super sign
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Old 2012-10-11, 10:16 PM   [Ignore Me] #3
Crator
Major General
 
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Re: Logistics, real command system


This is a great idea. It sounds like something they would do with the player-owned base ideas they've already mentioned wanting to add to the game. Do you think they would make the entire game like this though?
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Old 2012-10-16, 08:07 PM   [Ignore Me] #4
AssaultSugar
Private
 
Re: Logistics, real command system


theirs no entitlement for me or any other enlisted player to listen to anything an officer says cool system but seems impractical and unnecessary
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Old 2012-10-17, 10:27 AM   [Ignore Me] #5
Gugabalog
Major
 
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Re: Logistics, real command system


Originally Posted by AssaultSugar View Post
theirs no entitlement for me or any other enlisted player to listen to anything an officer says cool system but seems impractical and unnecessary
It adds depth and complexity. It'd add an extra dimension of appeal to the game.
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Old 2012-10-17, 12:27 PM   [Ignore Me] #6
Dagron
Captain
 
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Re: Logistics, real command system


Very interesting ideas, maybe they can at the very least inspire the devs.

As for this part:
Originally Posted by Buggsy View Post
-bases are destroyed by enemy fire, not capping a flag. Although there should be a room in each base which takes significantly more damage than the outside of a base, to give infantry a bigger role in destroying bases.
I imagine something like a room that controls the base's nanite repair system that effectively makes the whole base more resilient to overall damage. If infantry got inside and destroyed the control stations the base would take more damage until they were repaired. But if the attackers instead hacked and guarded the room so the defenders couldn't "unhack" them, not only it would make the base more vulnerable to damage but also the nanites would actually slowly deconstruct it, actively damaging it over time. This would give infantry an important job but that wasn't mandatory to take down a base.
Is that close to what you had in mind?


Originally Posted by Gugabalog View Post
It adds depth and complexity. It'd add an extra dimension of appeal to the game.
Yep. Not to mention that when people create something (or a member of their squad/outfit creates it), they feel a little more attachment to it and are more likely to rush to defend if it's under attack, unlike what currently happens:
"The bio lab is under attack!"
"Meh, we're killing people here now, we'll just take it again later..."

Last edited by Dagron; 2012-10-17 at 12:33 PM.
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Old 2012-10-20, 09:17 AM   [Ignore Me] #7
Ltiy
Private
 
Re: Logistics, real command system


I agree with the need of logistics somewhere in the game but I still think there is better solutions.

The idea of NPC ANT's guided by set routes is an interesting concept, I will give you that.

The type of command system your going for like someone in a previous post mentioned would not really give any incentives for individuals to follow these directions. It would have to remain on an outfit level. Not to mention having these stealth bases would kind of defeat the purpose of having them in the first place. You want people to USE the base(s).
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