Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
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Old 2013-02-04, 09:38 AM   [Ignore Me] #39
MrBloodworth
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.

I think you guys took Tunnels to literately. We wanted underground components to bases with objectives added as an alternative method of assault of a base ( Like a INF only backdoor ).

Personally I was also hoping you guys would take a tip from PS1 and move the spawns down there.

Also, with occlusion, frustum and dynamic object removal, I'm not sure why you would NOT want part of the base game play underground, it seems like this would be a boon to the render distance problem.

Personally, I feel you guys dropped the ball.
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