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Old 2014-07-03, 04:26 PM   [Ignore Me] #16
ringring
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Re: Q. To Higby - new continents


Well it seems like they do have a way of creating continents more easily, by that I mean creating the bases and outposts that make up the continents, more quickly via copy+paste.

This is from the Hossin dev blog.
Stampables

To fill out the continent we decided to try out the concept of “stampables”. We took some bases iterated them extensively and “stamped” them out in a bunch of different places. This saved us significant time without losing the density of bases that we planned for. The bases on Hossin named “Construction Site <Greek Letter>” are our stampables.
It does seem their next intent is to go back and redo these 'stampables' so that they are unique bases and also to redesign the interlink.

This will clearly (I think) hold back development on other additional continents so I hope they don't go even more overboard on it.
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Old 2014-07-28, 09:34 AM   [Ignore Me] #17
Stanis
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Re: Q. To Higby - new continents


Originally Posted by ringring View Post
Well it seems like they do have a way of creating continents more easily, by that I mean creating the bases and outposts that make up the continents, more quickly via copy+paste.

This is from the Hossin dev blog.


It does seem their next intent is to go back and redo these 'stampables' so that they are unique bases and also to redesign the interlink.

This will clearly (I think) hold back development on other additional continents so I hope they don't go even more overboard on it.
They said at one point they were considering lifting Old Oshur from PS1 fairly intact.

It would be great if they 'stampabled' the whole additional continents thing.
Got 4 more out the door asap ..

then went back to iterating over perfect bases and tweaking.

Hell I really like the greek construction site bases.
PS1 was to samey.

PS2 could benefit from a bit of same.
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Old 2014-07-28, 09:22 PM   [Ignore Me] #18
Baneblade
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Re: Q. To Higby - new continents


Base/Outpost counts need to be cut at least 50% on all continents.

And if that isn't an option, merge some territories and just have them turn contested until an empire controls all the 'bases' in them. An example would be TI Alloys, The Crown, and Ceres into one territory.

Once faction ownership loses integrity in that territory, the territory becomes contested. Might make the map feel less frivolously small and condensed.

Also, increase the reward for territory control, but scale it based on the amount of time it took. If it only takes ten minutes to turn a territory's three installations to your side, you get less reward. If it takes hours, you get an alert smiting reward.
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Old 2014-07-30, 04:17 PM   [Ignore Me] #19
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Re: Q. To Higby - new continents


Originally Posted by Baneblade View Post
Base/Outpost counts need to be cut at least 50% on all continents.
.
This !!

Less is more. In the Original we had less bases to capture but way more fun doing it.

I still can't believe why they "canceled" Planetside Next and made Planetside 2.

A simple Remake with the Forgelight Engine as it was planed would have been awesome.
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Old 2014-08-01, 09:10 AM   [Ignore Me] #20
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Re: Q. To Higby - new continents


Originally Posted by ringring View Post
Well higby hasn't replied.

I'll try DM'ing the link ... edit DM doesn't work......
Tbh I seriously doubt if Higby checks this forum any more. There was a post the other day where the devs announced they would use reddit as their main platform for interacting with the community.
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Old 2014-08-01, 07:54 PM   [Ignore Me] #21
Baneblade
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Re: Q. To Higby - new continents


Fuck reddit.
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Old 2014-08-02, 06:35 AM   [Ignore Me] #22
Canaris
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Re: Q. To Higby - new continents


latest WIP had a lot of kewl stuff about future continent design concepts and the challenges of doing it.
https://www.youtube.com/watch?v=NOarUSoSF2c


URBAN MAP *gush*

repost of my thoughts after watching it.
OH PLEASE DO THE URBAN MAP!!
A good way going about doing a planned city for PS2 is to plan it out by district, each district would be unique style that can include facility benefits for the continent but from seeing that video Devin you can really cut a lot of normal corners by using the current assets and making it a very NS prefab city overall with less unique stuff but still retaining a fantastic new warzone layout.

Government/Administration district (The fancy real centre part of the city with the tallest buildings regular district: no benefit)
Manufacturing district (techplant district + benefit)
Airport/Dropship district (Unique new dropship center facility district + new benefit for air vehicles)
Storage (lots of shipping containers and warehouses: regular district)
Power Generation (amp station + benefit)
Outlying suburbs and Construction zones (surrounding the districts) each suburb/CZ can house a warp gates and be the maps boundary.
Parks (large lush grassy, tree"forested" and rocky areas with only a few buildings) open space design.

then you can build on what all districts need like a spawn room/"medical centres" or garages for vehicles, capture point layout.
Or you could break each district up into a few parts that work like the outposts/base territory control on the current continents.

What I wouldn't give to get my hands on your map designer program for awhile.

Hmm player studio map design.......
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Old 2014-08-21, 09:48 PM   [Ignore Me] #23
Vanir
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Re: Q. To Higby - new continents


Originally Posted by Canaris View Post
well Searhus was slated as the next continent on the "to do" list after Hossin but since that was way back when who know's

If they haven't done anything on Searhus the dev's should do something fun with the community and make a big thing about picking the next one for creation

There's all these to choose from
##Ceryshen - Winter Forest
##Forseral - Grassy plains woodlands, lakes, rocky peaks, wide beaches
##Solsar - Arid plains, cliffs, mountains, plateaus, oasis, rocky shores
##Cyssor - Rivers, hills, lakes,
##Searhus - Volcanic
##Oshur - Desert plains
##Ceryshen - Winter forest, cliffs
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Old 2014-08-21, 10:26 PM   [Ignore Me] #24
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Re: Q. To Higby - new continents


Originally Posted by Vanir View Post
##Ceryshen - Winter forest, cliffs
***Ceryshen - Frozen Mordor
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Old 2014-08-22, 12:25 PM   [Ignore Me] #25
Babyfark McGeez
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Re: Q. To Higby - new continents


They should release the tools and do a competition against the community, who can design a whole continent faster? :P

Or without a contest, just give us the mapping tools and let us go wild, hell if we can organize us enough to come up with a full continent SOE might have a free continent.
I don't get why for all the "we are so involved with the community" talk we are not being given more opportunities and they are not tapping the skills of their players more...well aside from filling up their cash shop with helmets and camo tiles. But the quality of those helmets tell me they are missing an opportunity there (because most of them are damn good).
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Old 2014-08-26, 03:15 AM   [Ignore Me] #26
Gatekeeper
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Re: Q. To Higby - new continents


The player-created helmets aren't just damned good - they make the official helmets look totally amateurish in comparison. They should just let the community skin the game completely, I'm pretty confident the result would look a lot nicer

Slightly more on-topic: I actually agree it'd make sense to give players access to map-making tools. A whole continent might be too big, but player-created battle isles could work - or failing that just a replacement base here or there, there's plenty of room on Hossin with all its placeholder bases.
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