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Old 2013-02-28, 01:20 PM   [Ignore Me] #1
Chaff
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IDEAS FOR DEVS & PLAYERS to Consider


CONTINENTAL INTEREST
Make them different. Not just geographicly, climate, or foliage, …… DIFFERENT BASES with different Turrets. Continent-Specific Weapons. Maybe limit Turret Types on ground vehicles & change-up air weapon options as well. No matter how good ONE continent can be when optimized …. Eventually, it will grow old. Different Continents should entail different gameplay.

DESIGN AGAINST REPETITIVE GAMEPLAY - EVOLVING ENVIRONMENT
Please code PS2 so they can move bases. Perhaps entire grid clusters. PS1 got old for many reasons. Structures, Lattice system, ….too much gameplay NEVER changed. It became repetitive, hence monotonous, hence, people lost interest. Make more (different) outposts & base layouts. Rotate through them at totally random intervals. Also, instead of only doing that, keep a base … but move where it is on the map. The same base would play different when moved somewhere else on the continent, & perhaps rotated 39.2 degrees. MODULAR DESIGN. Make plug & play modules which allow devs to change bases whenever it seems the game could use some change to help prevent things “feeling stale”. Devs could pop in one or two "modules" in a base that perhaps only change tunnel route(s). They could go as far as move the SCU (or whatever). Variety is The Spice of Life. Variety can be consistently integrated into the game without significantly changing the game in any negative way.

CROWN vs anti-Crown
Perhaps “move” Crown somewhere else on map. Remove it from center of Indar. Make middle of continent a swamp or dense jungle. Put 75% of smaller outposts in middle of Indar. Moving ALL (or, 7 or 8) tiny outposts in middle of Indax - becomes one giant Hex - requiring each liitle outpost be conquered & held simultaneously. Make it very hard for vehicles to get in there or operate. Becomes a giant Semi-Outdoor Infantry playground. Air can be countered by other air & infantry AA. BIG bases would then ring outer edges of continent. The “hub” is sprawling guerilla warfare area. Snipers become more influencial. Engineers become more influencial – lay down anti-personnel mines to help hold territory left behind as they try to advance front through dense foliage, geography, abandoned buildings, small outposts, bunkers, trenches, tunnels, trees,… Medics valuable commodity.
"in the not too distant future the Crown being in the center will make a hell of a lot os sense." Perhaps. Perhaps not (as much as hoped by the devs). In the present - which is all we have to judge by - Indarside grows older by the day. I believe it warrants real consideration.

SURVIVABILITY
Improve Armor – vehicles, air, All infantry, & Turrets. Buff ALL to be 20% harder to kill/destroy. TTK is too short.

Change/Modify/IMPROVE BASES & HEX SYSTEM
Many outposts & bases see little action. Make these mean more to Defend or Capture. Every base/outpost gets an SCU. Drop SCU – Spawn Room Shields Drop. Terrain, roads (THIS twisty...in the future...really ?), …. more natural or man-made “cover” needed. More for defenders, but ensure attackers have some too.

IMPLANTS (yeah, like PS1 had)
Make a couple new ones. Bring back Darklight along with most of the others. Add a few more to make it harder to decide. Implant to allow infantry classes to enter enemy base.

UNIVERSAL SERVER ACCESS
Yeah. Let anyone playing take their character to any server they wish. Choices are good. Variety is the spice of life. SOE might have to put restraints on it …. structruting it so giant outfits or entire empires from another server can not zerg around servers all nilly-willy for no other reason than to be jack-waggons.


TANK MINES
4-Tier Engie Cert Tree (4-8-12-16 mines). 4 mines Required to kill basic MBT. 5 mines to kill standard Sundy. 2 mines Kill Lightning. 1 mine kills Flash. Tank mines take 30-seconds to become armed.
4-Tier Mine Guard Cert Tree.
Resistance = 10% - 22.5% - 35% - 50%. Fully-certed Mineguard MBT would require 8 mines to kill. Fully Certed Sundy would require 10 mines. Lightning – 4. Flash – 2.

AUTOMATED TURRET DEFENSE SYSTEM (ATDS)
Strong Auto-Deterrent to Air/Land vehicles. Specialized Infiltrator required to enter large bases. (or, Implant)

TURRET BUFFING (while manned)
Large Base should be Super-Fortified stronghold. Turrets should be feared - require coordinated tactics & weapons to destroy/counter.

SUNDY/AMS
No Deploy Zone (NDZ) ..... outside SOI. Bring back “cloaking” feature (no, not everything PS1 needs to be in PS2)

MED/RESTORATION KITS for All
(let Maxes carry medical restoration like everyone else)

Last edited by Chaff; 2013-02-28 at 04:00 PM.
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Old 2013-02-28, 01:53 PM   [Ignore Me] #2
PredatorFour
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Re: IDEAS FOR DEVS & PLAYERS to Consider


I like your idea's about the middle of the maps. It's the opposite to what the devs seem to plan the conts around and i think it would be for the better. Apart from nice infantry fights, the population would be forced not to congregate there and push round the map.

Infact i like alot of your idea's, longer TTK , implants, ATDS, sundy cloak.... would be great additions.

Last edited by PredatorFour; 2013-02-28 at 01:54 PM.
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Old 2013-02-28, 01:59 PM   [Ignore Me] #3
maradine
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Re: IDEAS FOR DEVS & PLAYERS to Consider


Originally Posted by Chaff View Post
CROWN vs anti-Crown
Perhaps “move” Crown somewhere else on map. Remove it from center of Indar. Make middle of continent a swamp or dense jungle. Put 75% of smaller outposts in middle of Indar. Make it very hard for vehicles to get in there or operate. Becomes a giant Semi-Outdoor Infantry playground. Air can be countered by other air & infantry AA. BIG bases would then ring outer edges of continent. The “hub” is sprawling guerilla warfare area. Snipers become more influencial. Engineers become more influencial – lay down anti-personnel mines to help hold territory left behind as they try to advance front through dense foliage, geography, abandoned buildings, small outposts, bunkers, trenches, tunnels, trees,… Medics valuable commodity.
This is a "the continent is a battle arena" mentality. While that's currently true for all practical purposes, in the not too distant future, continents will have directional meaning and the Crown being a strongpoint in the center will make a hell of a lot of sense. I would not advocate any changes that take us further form that future state.
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Old 2013-02-28, 02:37 PM   [Ignore Me] #4
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Re: IDEAS FOR DEVS & PLAYERS to Consider


Med Kits for Max....

I already run in fear when I see a Max coming. Giving them some sort of single use "Nanite Repair Kit" which works like a medical kit might be an entertaining idea, but then they become even more powerful.

I do like the idea of including single use Nanite Repair kits, to allow non-engineer vehicle drivers to repair vehicle damage. Not 100% of damage, but maybe have the kits certed out for different amounts of repair. 30 certs=25%, 50 more certs=50% 100 more certs=75%, 200 more certs=100% repair.

Perhaps the 100% repair is too much. I know some things are harder to fix than others, so perhaps the cert tree could be the equivalent of engineer 'repair seconds' First tier = the same healing as 2 seconds of the repair tool, second tier = 3 seconds, etc.
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Old 2013-03-01, 12:50 AM   [Ignore Me] #5
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Re: IDEAS FOR DEVS & PLAYERS to Consider


I like pretty much everything here. I don't like the idea of a med kit for the max like Microdose, but I could see something like the restoration kit working if it was toned down a bit so that a max has a chance to get back to an engie to get repaired.
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Old 2013-03-01, 01:07 AM   [Ignore Me] #6
MrVicchio
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Re: IDEAS FOR DEVS & PLAYERS to Consider


Some interesting ideas, but why alter Indar... why limit yourself like that, New Continent would be my vote. Remove the least played right now and cycle through them based on "amount contested".
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