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2012-07-13, 04:14 PM | [Ignore Me] #1 | ||
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Purchase, Acquisition and Maintenance
As we all know there will now be resources in Planetside 2 which will be required to purchase equipment and vehicles, so the same rules should apply to Outfit Bases. They will have a initial purchase cost, which in turn will yield a regular maintenance cost over its lifetime; This maintenance cost will be a single fee, and not separate fees for fuel, consumables, parts, etc. To my knowledge Planetside 2 doesn't include game-play mechanics for fuel, personal consumables and vehicle parts, so having to pay separate fees for those doesn't make much sense to me. By default the initial purchase cost will be extremely high, starting at a randomly generated price between 500,000 and 1 million resources, while maintenance costs will be randomly generated per billing cycle (Not to be confused with subscription and/or cash shop billing cycles); However, the equation for determining the initial price or having a objectively flat price for all outfits can be changed for balancing purposes, likewise for maintenance costs. Upon the purchase the Outfit Base will undergo a "building phase," during which the Base is unavailable for use since it is being constructed and assembled. By default the building phase will last for two weeks, but this can be changed or disabled entirely for balancing purposes. Types There will be multiple types of outfit bases, each with their own pros and cons.
Ground fortresses are stationary facilities, but provide the most defensive and offensive capabilities of all the types; It is also the only base type capable of generating vehicles. However since Planetside 2 uses a Hex-Grid System in replacement of the Lattice-Link System found in Planetside, finding physical room to dedicate to a specific ground fortress will be difficult. Mobile Ground Base: Mobile ground bases (or MGB for short) are essentially PS2's equivalent of a Sandcrawler, only much more awesome. Unlike a Ground Fortress which is incapable of moving, MGBs can travel between hexes, and lay siege and artillery fire upon targets; However due to their mobile nature they cannot carry the same armaments as ground fortresses. Mobile Naval Base: Mobile naval bases (or MNB for short) are floating fortresses capable of shelling and besieging targets to a greater extent than MGBs, but are limited to travel over large bodies of water or wide, deep rivers. Mobile Air Base: Mobile air bases (or MAB for short) are flying fortresses designed and equipped to obtain air superiority; They are also the most mobile of all the bases. Outfit members that spawn at a MAB can hot-drop in a drop-pod from the MAB to a target underneath or nearby the MAB. For game-play balancing purposes they cannot siege ground targets as easily, or possibly not at all. Logistics Native Equipment:
Last edited by Mech; 2012-07-13 at 04:15 PM. |
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2012-07-14, 04:14 AM | [Ignore Me] #2 | ||
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I belive they will be outposts as well as towers and bases, and i would guess they be plenty of outposts, prob better idea would be the ability to claim a outpost and a outfit base and have have that upgradeable with resorces as opposed to building compleatly new bases
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2012-07-18, 08:29 PM | [Ignore Me] #4 | |||
The OP's ideas are great don't get me wrong, but I can see after several months, most of the battles will just come down to large outfits rolling around in the MGB's capping bases. Then everyone would be forced to join the "arms race" to compete. Then things would get boring since to really even be a dent in a battle, you have to roll with/have a MGB. Don't want to feel like I have to keep up with the Jones' every time I login. Maybe we can only see MGB's if the PS2 devs bring back "Black Ops" maybe? |
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air, bases, fortress, ground, naval |
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