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Old 2012-03-03, 08:01 PM   [Ignore Me] #16
DayOne
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by StumpyTheOzzie View Post
Locking you into a strict organizational structure is a bad thing. Being limited to 1 "general" and 5 "commanders" is a bad thing. I think it should be very very messy with customization up to the founding General. If the founder wants to promote 100 people to general status, he should be allowed to... consequences be damned.

I wonder how hard it would be to have an in-game excel spreadsheet type thing? That way you can be as complicated or as simple as you like?
That's what I was getting at above. Every aspect customisable.
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Old 2012-03-03, 08:25 PM   [Ignore Me] #17
Grognard
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by StumpyTheOzzie View Post
Locking you into a strict organizational structure is a bad thing. Being limited to 1 "general" and 5 "commanders" is a bad thing. I think it should be very very messy with customization up to the founding General. If the founder wants to promote 100 people to general status, he should be allowed to... consequences be damned.

I wonder how hard it would be to have an in-game excel spreadsheet type thing? That way you can be as complicated or as simple as you like?
Gotta say I agree. There are all kinds of outfits, and a lot of creativity in peoples heads. There may be an outfit that is running a pure democracy, and every single one is "Big Chief". Why take that away?
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Old 2012-03-04, 02:27 AM   [Ignore Me] #18
Zhane
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Re: Outfit Structure, Perks and Mechanics


Outfits will always be structured however the leadership wants, it's just a matter of whether it's supported directly by the game or not. Most FPS games have no rank structure whatsoever but clans still have officers and whatnot. The talk ot PS2's outfit system limiting how outfits are organized is a bit silly because they'll just take it out of game if the game can't reflect it.

I don't know if that made sense, it's extremely late and I've been GMing Pathfinder games all day, so yeah.
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Old 2012-03-04, 09:09 AM   [Ignore Me] #19
Lonehunter
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Re: Outfit Structure, Perks and Mechanics


I've been in so many gaming clans with so many ranks I decided to just keep mine simple. 3 Outfit Leaders, 1 Handful of Squad Leaders, and Grunts.

Yesterday I was thinking about Outfit names displayed in game, and how Clan Tags have evolved over the passed few years in other shooters.

Sometimes player and outfit names displayed is just too much clutter, I'd like to see an option to toggle outfit names off, and to display a shortened clan tag.
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Old 2012-03-04, 09:41 AM   [Ignore Me] #20
DviddLeff
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Re: Outfit Structure, Perks and Mechanics


https://sites.google.com/site/planet...utfit-overhaul

Those are my detailed thoughts on the matter as an experienced outfit leader, based around the system in PS.

In PS2 however I want to have systems to help me lead and look after my members. The original had just enough to be workable, but no more than that.

Structure
Allow customisation; number of ranks, rank permissions, outfit divisions, etc would help massively. Also have people able to apply to outfits not wait for an invite.

Information
Show us a players time with the outfit, BR/CR, average XP/kills per hour, grief points, allow officers to tag players, write notes about them. In game events calender perhaps. Officer chat channel.
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Old 2012-03-04, 12:00 PM   [Ignore Me] #21
Grognard
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by DviddLeff View Post
https://sites.google.com/site/planet...utfit-overhaul

Those are my detailed thoughts on the matter as an experienced outfit leader, based around the system in PS.

In PS2 however I want to have systems to help me lead and look after my members. The original had just enough to be workable, but no more than that.

Structure
Allow customisation; number of ranks, rank permissions, outfit divisions, etc would help massively. Also have people able to apply to outfits not wait for an invite.

Information
Show us a players time with the outfit, BR/CR, average XP/kills per hour, grief points, allow officers to tag players, write notes about them. In game events calender perhaps. Officer chat channel.
I encourage everyone to look at that link, those are the kind of ideas I was hoping to see, along with some of the ones mentioned in this thread.

I really hope that Sony will implement a deep, robust Outfit Suite that will set them apart from any other game out there, more than it is already.

Running an outfit can sometimes be a bear, and those auto-kick toggles, self certing promotes, and outfit application ideas are fantastic.

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Old 2012-03-04, 12:55 PM   [Ignore Me] #22
Graywolves
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by DviddLeff View Post
https://sites.google.com/site/planet...utfit-overhaul

Those are my detailed thoughts on the matter as an experienced outfit leader, based around the system in PS.

In PS2 however I want to have systems to help me lead and look after my members. The original had just enough to be workable, but no more than that.

Structure
Allow customisation; number of ranks, rank permissions, outfit divisions, etc would help massively. Also have people able to apply to outfits not wait for an invite.

Information
Show us a players time with the outfit, BR/CR, average XP/kills per hour, grief points, allow officers to tag players, write notes about them. In game events calender perhaps. Officer chat channel.
Cool ideas in there.
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Old 2012-03-05, 12:11 AM   [Ignore Me] #23
Traak
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Re: Outfit Structure, Perks and Mechanics


I think being able to have former or current members petition Sony to disband the outfit would be a positive thing.

It would add a level of accountability that the megalomaniacs that run some outfits could be held to.
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Old 2012-03-05, 05:22 AM   [Ignore Me] #24
SteinB
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Re: Outfit Structure, Perks and Mechanics


Another vote for as much information and customization in regards to number of ranks, titles permissions etc. as possible.

In another game one of the permissions the leader could set for a rank is whether the organization tag was visible over the players avatar. This allowed for applicant ranks and probationary periods.

A particular permission attribute my current outfit leader would like is setting just how high a particular rank can promote to.

abstract example: A Captain (rank 7) could promote members up through the Sergeantry (ranks 2-5) but it takes a General (rank 10) or higher to make someone a Lieutenant (rank 6) and a Marshal (rank 11) to make someone a Captain with the Outfit Leader (rank 12) alone able to promote beyond Captain.
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Old 2012-03-05, 05:39 AM   [Ignore Me] #25
ringring
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by Grognard View Post
Gotta say I agree. There are all kinds of outfits, and a lot of creativity in peoples heads. There may be an outfit that is running a pure democracy, and every single one is "Big Chief". Why take that away?
There was an instance of an outfit on werner in the early days where 1 person gained a highish rank and then 'kicked' all the members and left. It took them a while to recover.

In general I agree with most people in this thread. The restriction in current ps that there is only one OL needs to change. Allow customisation of ranks and privs - and I think we'll get this (pushing at an open door).

I'd also like to see more flexibility in Outfit decals.

I know higby said we wouldn't be allowed to upload our own because of the moderation issues it would cause but we could have an in-game 'decal builder'.

I mean, there is a pallette of images which can be picked in and placed on a canvas in any combination and pattern we want .... could include logos of all the empires, silhouettes of weapons and of maxes and so on .. then each outfit could create a custom (and safe image) that suits them.
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Old 2012-03-05, 05:50 AM   [Ignore Me] #26
DayOne
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Re: Outfit Structure, Perks and Mechanics


No matter what game, so long as there is a way to upload or create custom pictures, there will be male genitalia on display.

Thing is, customisable outfit logos WILL be necessary if they want to create the feeling of "Hey look, those are the 52nd aircav, we're gonna win this!"
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Old 2012-03-05, 08:10 AM   [Ignore Me] #27
Hmr85
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Re: Outfit Structure, Perks and Mechanics


This is my outlook on it. I personally was pretty happy with the setup of outfits in PS1.

1.)IMO keep the same setup with the ability to change the command rank names and so on. The way it was setup was actually somewhat decent. Just allow us to add more than 8 ranks. If they do that I could setup ranks per platoon which would be nice.

2.)As far as permissions go. Give the outfit leader a box he could edit per rank. So he could tweak the default settings some.

3.)Give us the ability to use outfit points this go around. Uses such as OS strikes or in game capture points for outfits or Outfit ships would be a start. Also outfit customization for gear and such. We had well over a couple million that we accumulated over the years and nothing to spend it on.

Outside of that I would be pretty happy.
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Last edited by Hmr85; 2012-03-05 at 08:12 AM.
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Old 2012-03-05, 12:48 PM   [Ignore Me] #28
Ragotag
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Re: Outfit Structure, Perks and Mechanics


Originally Posted by DayOne View Post
I think having a system where the player can save different cosmetic armour customisations would be good. This would make room for a feature where you allow the outfit to change your characters look to fit with the outfit.

This would be another few permission sets that allow designing of the armour look and assigning it to different people or groups (the whole outfit or a specific company/platoon/squad/person).
I read elsewhere where the Dev's would like to do this with custom Outfit emblems as armor/vehicle skin decals, but there is concern over player submitted graphics having to be pre-validated for potentially offensive imagery. I wonder if a system as is used on BF3's Battlelog site for Platoons would work... Build an icon creation tool into the client containing a database of shapes along with full sizing, rotation, flip, layer, and color support; then let the players create their Outfit icons using the provided tool.

Last edited by Ragotag; 2012-03-05 at 12:53 PM.
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