Gameplay: Water Bases, Underground Cities, and Airships - PlanetSide Universe
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Old 2012-05-14, 06:46 PM   [Ignore Me] #1
Crazyduckling
First Sergeant
 
Water Bases, Underground Cities, and Airships


So, I know there are individual topics on each one of these, but instead of posting the same idea in three different threads, spread across multiple boards, I decided to make a new post here. You can check out the individual posts yourself. Plenty of good ideas.

Currently in the PS2 main forum, there are the ideas of Underground Cities and Water Bases. Airships have been debated in multiple threads. Here are my thoughts the lore behind them in order to successfully implement them:

Underground Cities: Built by the NC while hiding from the TR. These are in caves (not like PS1, get that out of your head now). These areas are almost completely for infantry combat only. Vehicles are able to drive into the cave entrances, but eventually people must get out. There would be a seamless earth --> underground transition. Much of the zone has a new resource when controlled.

Water Bases: These were obviously built by the VS. They were built as a way to get away from the TR in order to continue to study the ancient tech. More than likely this would be a new type of base, which also has control of the new resource as well. Some of these don't have to be completely surrounded by water, but instead have a land bridge or two with most of it on the water to make it more accessible for gameplay.

Airships: These were built by the TR. They have stockpiles of the new resource on these ships. The ships currently only have the ability to hover in one spot due to the on going war, and their brightest engineers have gone to the VS. These are not necessarily giant warships, controlled by outfits or whatever, but instead a giant base in the sky. Something along the size of a current base, but it hovers above the earth. There may need to be a new spawning mechanic in order for the controlling empire to not be OP, as having everyone die, grab a mossie, and fly back up is not cost efficient and a losing strategy. Eventually, they could gain the ability to go to new planets, as the VS could be 'researching' during their occupancy of the ships. Of course, the tech would be leaked to the other empires when such a time came.

All of places are fully contestable by each empire and act as a new base or map. Just because they were built by one empire doesn't mean only that empire can control them. They would serve as a new contestable area to keep gameplay fresh, and an easy way to introduce a new resource.
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Old 2012-05-15, 11:50 AM   [Ignore Me] #2
Senyu
First Lieutenant
 
Re: Water Bases, Underground Cities, and Airships


I like it. So many possibilities and feature could be added.
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Old 2012-05-15, 12:13 PM   [Ignore Me] #3
Crazyduckling
First Sergeant
 
Re: Water Bases, Underground Cities, and Airships


The idea behind this post was to create a basic framework, so eventually each of these new places could become fully featured with new mechanics. I've seen a lot of posts that have a lot of complicated game play mechanics, most of which, I didn't care to read through because they were so detailed. I just wanted to start with the basics.

Also, each of these could have different capture mechanics, seeing as they aren't Nanite System bases.
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Old 2012-05-15, 12:29 PM   [Ignore Me] #4
VelRa
Sergeant
 
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Re: Water Bases, Underground Cities, and Airships


I like the idea of underground cities, but I don't see why they couldn't have large entrances for ground vehicles and even air vehicles to enter large caverns with lots of room to fly around in. Instead there might be only one or two large entrances and many small access shafts and things for infantry. For airships, no new functionality is necessary since the Galaxy is the new AMS. I have an issue with water bases, however, since it's the only base you propose which would actually favour one empire (VS have hovertanks, after all, making it easier for them to attack/defend, they could simply ignore the land-bridge-choke-point-of-death and form up a tank column). Perhaps an alternative would be bases with some sort of cloaking field... I don't really know.
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Old 2012-05-15, 02:33 PM   [Ignore Me] #5
VelRa
Sergeant
 
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Re: Water Bases, Underground Cities, and Airships


I think this is what Smed was talking about:

https://twitter.com/#!/NaniteSystems...265089/photo/1
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Old 2012-05-17, 12:03 AM   [Ignore Me] #6
Garem
Sergeant
 
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Re: Water Bases, Underground Cities, and Airships


Love all these ideas.

Although how they are introduced doesn't matter to me (that NC has underground, Vanu has water, TR has airbases).

I would like to keep from pigeonholing the ideas of things in the sky to be mobile, immobile, weaponized or not, etc. We can have it all. Floating cities/bases high above the battlefield and BF 2142-style Titans alike.
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Old 2012-05-28, 12:27 AM   [Ignore Me] #7
Arktype
Private
 
Re: Water Bases, Underground Cities, and Airships


I really like the idea of a flying city. Something you can only reach using planes or transporters like galaxy class.

There could also take the concept of BF2142, with each faction having a huge ship in the air, that leaders could move on the map for strategics pushes.

I do wonder if Sony actually hire military personnel to get advice on Strategies possibilities based on gameplay.
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Old 2012-05-28, 10:57 AM   [Ignore Me] #8
berzerkerking
Second Lieutenant
 
Re: Water Bases, Underground Cities, and Airships


Originally Posted by Crazyduckling View Post
So, I know there are individual topics on each one of these, but instead of posting the same idea in three different threads, spread across multiple boards, I decided to make a new post here. You can check out the individual posts yourself. Plenty of good ideas.

Currently in the PS2 main forum, there are the ideas of Underground Cities and Water Bases. Airships have been debated in multiple threads. Here are my thoughts the lore behind them in order to successfully implement them:

Underground Cities: Built by the NC while hiding from the TR. These are in caves (not like PS1, get that out of your head now). These areas are almost completely for infantry combat only. Vehicles are able to drive into the cave entrances, but eventually people must get out. There would be a seamless earth --> underground transition. Much of the zone has a new resource when controlled.

Water Bases: These were obviously built by the VS. They were built as a way to get away from the TR in order to continue to study the ancient tech. More than likely this would be a new type of base, which also has control of the new resource as well. Some of these don't have to be completely surrounded by water, but instead have a land bridge or two with most of it on the water to make it more accessible for gameplay.

Airships: These were built by the TR. They have stockpiles of the new resource on these ships. The ships currently only have the ability to hover in one spot due to the on going war, and their brightest engineers have gone to the VS. These are not necessarily giant warships, controlled by outfits or whatever, but instead a giant base in the sky. Something along the size of a current base, but it hovers above the earth. There may need to be a new spawning mechanic in order for the controlling empire to not be OP, as having everyone die, grab a mossie, and fly back up is not cost efficient and a losing strategy. Eventually, they could gain the ability to go to new planets, as the VS could be 'researching' during their occupancy of the ships. Of course, the tech would be leaked to the other empires when such a time came.

All of places are fully contestable by each empire and act as a new base or map. Just because they were built by one empire doesn't mean only that empire can control them. They would serve as a new contestable area to keep gameplay fresh, and an easy way to introduce a new resource.
You my friend are a genius. I this thread so much I'm gonna delete mine.
but first check here:http://www.planetside-universe.com/s...ad.php?t=41539 for some suggestion on implementing naval warfare which would go well with you bases Idea
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Old 2012-05-28, 10:45 PM   [Ignore Me] #9
XxMrShinyxX
Private
 
Re: Water Bases, Underground Cities, and Airships


I think that the air bases would have to be not very big though, because if it was as big as a normal sized base, it would clog the sky. but I do like the idea of water bases, mainly because I am VS for life
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Old 2012-05-29, 12:40 AM   [Ignore Me] #10
Marinealver
Sergeant Major
 
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Re: Water Bases, Underground Cities, and Airships


Don't exactly like the whole NC caves VS water and TR airship idea even though I see hwo you got it. I see where you gotthe idea from. I think all empires should have somesort of water born vessels. Not just the vanu.

However even though I do think diverse enviorments are a good place to play PS did origionaly intend to have a navy and then they dropped it for the caverns. Diffrent enviorments dosn't make the game better unless it is implemented correctly. Lets not forget the shortfallings of core combat. (Though I do beleve it could have benn fixed with a little tweaking)
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Old 2012-05-29, 05:17 AM   [Ignore Me] #11
berzerkerking
Second Lieutenant
 
Re: Water Bases, Underground Cities, and Airships


I you re-read the text he mentioned that factions were able to use each other technology due to the other faction originally being a split from TR Dirty red bastards
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Old 2012-05-30, 08:38 PM   [Ignore Me] #12
berzerkerking
Second Lieutenant
 
Re: Water Bases, Underground Cities, and Airships


/bump
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Old 2012-05-31, 07:03 PM   [Ignore Me] #13
berzerkerking
Second Lieutenant
 
Re: Water Bases, Underground Cities, and Airships


lets keep this thread alive
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Old 2012-05-31, 08:50 PM   [Ignore Me] #14
Kriegson
Master Sergeant
 
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Re: Water Bases, Underground Cities, and Airships


I like the idea, could be good x-pac material or something down the road. In theory you could provide fluff that the TR bases CAN move, but only at a glacial pace. Or that the initial rebellion saw many of them destroyed through combat or sabotage, while only a few were able to be repaired to a semi-functioning status.

Would be good alternative sanctuaries, being harder to attack and far easier to defend without something cheesy like a giant force field to hide behind.
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