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2012-03-19, 01:29 AM | [Ignore Me] #1 | ||
Contributor PlanetSide 2
Game Designer |
The armor/shield thread got me thinking and I went back to look at the GDC videos for how the armor/shield system actually worked. I focused on the HUD elements in the lower-right, where health, ammo, shield, and jetpack are shown. If you look at the original 4-part videos you can see the lower right HUD better than the consolidated 40-minute unified video.
Here are my observations, which I have documented in the following image album: http://imgur.com/a/NChQG#0 All the images have comments describing what I am writing in this post. Browsing the album is probably the easiest way but I'll summarize the information here. Observations 1) 20 health bars, and 20 Shield bars
2) Damage goes entirely to shield before health
3) Shield Regen delay was 5 seconds after not taking damage
4) Shield Regen was 4 bars every 1 second
5) Health Damage was Permanent
6) The player shimmers blue when the shield kicks in.
7) The Jetpack has 13 energy bars and regenerated 1 per second
8) The Jetpack starts at 0 energy after a respawn. Everytime Higby respawned at the galaxy his jetpack started at 0 energy and built up. This does not explain the role of "armor" in the game, in terms of light assault vs heavy assault vs infiltrator at least. I assume that much like vehicle armor, class armor offers passive mitigation. For example, an infiltrator might take 12 damage per shot from a cycler, while a light assault only takes 10 and a heavy assault takes 8. There is no need to repair armor in this model it's just the heavier infantry simply take less damage overall. TL;DR: Look at pictures and read the comments -> http://imgur.com/a/NChQG#0 Last edited by Malorn; 2012-03-19 at 01:50 AM. |
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2012-03-19, 01:45 AM | [Ignore Me] #2 | ||
I noted on jetpack, the implementation we see in the video seems to have it firing off to an arbitrary height and then dropping down. Due to the many bars I presume that ACTUAL implementation will in fact be more like Halo Reach, where you can fire some of it and be very precise with how high you want to be, hover with sustained bursts to cover long gaps and so on.
That to me sounds much better, and I'm pleased to see the bars. Firing up to an arbitrary height and then falling to where you actually want to be isn't as fun. |
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2012-03-19, 01:46 AM | [Ignore Me] #3 | ||
First Sergeant
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Love the visual shield glow, especially the empire specific coloring, though I think I would prefer purple over teal for my VS shields... "customaizayshun?"
The bars are too small, I hope I can scale them to be bigger and more obnoxious so I can easily see them when I'm focused on shooting stuff, and I would also like actual numbers displayed. Last edited by RNFB; 2012-03-19 at 02:05 AM. |
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2012-03-19, 01:46 AM | [Ignore Me] #4 | ||
Staff Sergeant
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Nice collection.
Health not regenerating on it's own concerns me a little. Primarily because I don't know how self healing works for Medics. I don't want Medic to become more of an assault class than Heavy Assault. |
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2012-03-19, 02:24 AM | [Ignore Me] #6 | ||
First Sergeant
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Another thing I would like to see, is the shield glow burst with each tic of regeneration to provide more visual cues of when your shield is full, rather than just when it breaks/starts, that way you wouldn't need to look at the bar in the first place
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2012-03-19, 02:27 AM | [Ignore Me] #7 | ||
Major
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Awesome info. Should have looked at this stuff myself but too lazy I guess.
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2012-03-19, 02:37 AM | [Ignore Me] #8 | ||
Contributor PlanetSide 2
Game Designer |
Other random tidbit - the Vanguard's max speed appears to be 36 Kph. Higby's tank never exceeded that speed.
I think it safe to assume the Vanguard is the slowest tank, however. Prowler is the fastest and I don't see the mag being slower than the Vannie, but it is possible that the VS are slowest. Speed and maneuverability are orthogonal concepts. Last edited by Malorn; 2012-03-19 at 02:38 AM. |
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2012-03-19, 02:51 AM | [Ignore Me] #11 | |||
Colonel
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-03-19, 04:58 AM | [Ignore Me] #12 | ||
Additional image for the thread. This is the hacking going on symbol, which slowly changes colour around the circle band outlining it. You can see this around 1:36 onwards of the 4th GDC video. It only takes about 10-20 seconds, but Higby mentioned that the hacking in the demo isn't finalised in the slightest and was merely for demo purposes.
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2012-03-19, 05:55 AM | [Ignore Me] #13 | ||
Good analysis, these changes could be seen as slightly devaluing medic.. but i think its a needed change, since everyone isnt going to be able to heal like in PS1 it makes sense to have that 50% buffer before you start taking actual damage. At least this way you can manage your health, pull back as soon as you start eating into shields and regen without having to go over to your medic mate everytime to get a fixup. You should only really need your medic mate when pushing forward, hopefully this will promote using covering fire as a strategy to push into facilities.
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2012-03-19, 06:02 AM | [Ignore Me] #14 | |||
Contributor PlanetSide 2
Game Designer |
As someone who likes the medic class I'm glad I won't be relegated to heal-bitch duty and will only need to worry about healing the more serious wounds. Medics are clearly useful to heal that permanent damage and keep the squad fighting in top shape, but I think their greater value is in reviving others. Plenty of value in that without being overly reliant on medics or without overwhelming them. Things like heal grenades will also make that easier, giving them more opportunity to contribute to the killing part of battle instead of just healing/reviving. |
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