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2011-02-18, 10:50 AM | [Ignore Me] #166 | ||
PSU Admin
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Well I am going to have to disagree.
First off, what is with the extremism? Iron Sights makes PlanetSide into another game? Come on now that's just stupid logic. Stopping and having to look down your gun to shoot is not a game breaking mechanic. How would it work with COF? Makes it a bit smaller at the expense of moving slower. And I don't think it's a realism thing either, I'm not asking for PlanetSide to be more realistic. |
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2011-02-18, 11:01 AM | [Ignore Me] #167 | ||
Contributor Old War Horse
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I have to roll with Hamma on this one. Iron sights requires a bit more skill than pray and spray.
I say thumbs up if they go this direction...
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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
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2011-02-18, 11:26 AM | [Ignore Me] #168 | |||
Contributor Major
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"So, these guns of the future don't fire where they're pointed at?" Perhaps a better solution would be to have the iron sights view come with a built-in "wobble" that's random as you breathe and adjust your balance and whatnot. You get the cone of fire (tightened) effect without watching a bullet shoot out diagonally from the gun whose barrel you're literally looking down. |
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2011-02-18, 01:24 PM | [Ignore Me] #171 | |||
First Lieutenant
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I have not quite grasped the point that iron sight is more skills. I mean its still a cross hair in the end wether you have iron sights or not. |
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2011-02-18, 06:19 PM | [Ignore Me] #173 | ||
Sergeant
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WoW all this discussion over Iron Sights. The Major thing of Iron sights is focusing your vision for better accuracy but for that time your View is limited and so is your speed. Its essentially a Steady yourself move with a fancy way of doing it.
Also while im at it, leaning would be nice. |
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2011-02-19, 02:57 AM | [Ignore Me] #179 | ||
I too like to make large claims, like ruination, with no supporting evidence.
Not quite related: I swear you people don't want a PS:N. You just want a graphical overhaul to the current game. That would not be worth my money.
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
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2011-02-19, 03:37 AM | [Ignore Me] #180 | ||
Staff Sergeant
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Outfit Merit System. Similar to what WoW did with the guild leveling/reward system. Outfits would have their own version of merits, albeit on a much much larger scale. Players in outfits would have a special Outfit Certification slot. For example, lets say one of the merits was kill 1,000,000 players using a Medium Assault Weapon. Once an outfit unlocks this merit, all members of the Outfit can choose Medium Assault as their Outfit Certification, essentially getting MA without having to spend their certifications on it. As Outfits earn more and more merits, the selection grows, however the number of cert slots never increases. A four year old Outfit may have every cert in the game, but their members can still only select one. This would allow Outfit members to get certs that would be beneficial to the Outfit as a whole, but may not be certs they would be willing to spend themselves.
Merits from the get go and much much more detailed stat tracking. I'm a stat whore, I like them, if you don't like them, it doesn't affect you at all. However, adding merits in several years after the release, while I appreciate the addition, really sucked. I probably had most of the certs by the time the system came out, but I had to start all over. More weapons. Empire Specific Sniper Rifles, SMG's, Reaver/Mossie variants, Artillery. More common pool versions of weapon types (rather than just having the Punisher as a CP assault rifle, lets get 2-3 CP assault rifles that each handle differently No Core Combat style weapons. LOTS of diversity between facilities. Not just between facility types, but even with facilities of the same type. I would love to see facilities take advantage of their surrounding terrain. Imagine a facility build into the top of Mt. Cyssor, only accessible by aircraft, or a facility build into the side of a hill, or completely underground. Multiple/random capture methods. Add lots of different ways to capture a facility, AND have each facility randomly choose the method of capture after ever flip. 1. Hack and Wait: The standard method we have right now, hack a facility, defend for 15 min and it's yours. While kind of boring, it would feel like PlanetSide without it. 2. Multiple CC's: Every facility has a main CC, but add a few "sub" CC's to various parts of the facility. Facilities using this method would have a much shoter wait time (3-5 min) but all the CC's in a base need to be yours at the same time to flip. 3. Sectors: Facilities would be broken down into various sectors. Having more people than the controlling empire would move a meter closer to your side, when it reaches your side you gain control of that sector, all sectors must be controlled by your empire to flip. 4. Kill Counter: This is my favorite. When a facility flips and this method is chosen, a kill count UI would appear on your screen as long as you are in the SoI of that facility. Lets say the NC own the facility. The counter would start at 200, and for every NC that dies in the SoI the counter is reduced by one. When the counter reaches 0 the empire with the most players in the SoI (that are not the controlling empire) gain control of it. However, for every non-NC player that dies the counter increases by one. The counter does not reset until the facility flips control. If the TR attempt to attack but fail, and cause the counter to go up to 400, the next time an attack is made on that facility, whether is 5 minutes or 5 days later, the counter will still be at 400. |
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