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2004-06-30, 10:11 PM | [Ignore Me] #256 | ||
Hi guys, I wanted to run these concepts by you before settling on anything, because they have to do with Urban Outposts and I need this fleshed out before I release UOs on my site. Basically I've looked at Outfit Base Ownership and Outfit Credits, and worked over the trouble areas into something more widely acceptable.
Because continents are taken over too rapidly, the costs of owning a base are too high versus the losses. The solution then is to design something for Oufits that is meant to be temporary and can be transfered when needed. Introducing Outfit Headquarters (OHQ).
Facility Upgrades: One per Oufit (list incomplete):
Urban Outpost Upgrades: One per Oufit (list incomplete):
Tower Upgrades: One per Oufit (list incomplete):
For the Oufit benefits of Oufit Waypoints, Vehicle Garage, and Recall points to be more permenant, Outfits will need to purchase and maintain an Outfit Barrack in the Sanctuary...which will be covered in Part II later. Last edited by Hayoo; 2004-07-01 at 01:06 AM. |
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2004-06-30, 11:02 PM | [Ignore Me] #258 | ||
Corporal
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Well I think the whole idea of OBO was to give Outfits something to fight for and deffend what is theirs. Having 10 outfits control 1 base, just takes that away.
I say that outfits can control 1 facility of their choice, but need the required Outfit credits to maintian their domain. The outfit can purchase upgrades at a set price, and each requires weekly maintenence fee. So the more active and successful the outfit, the more upgrades they can maintain. On the other end of the spectrum you could have more offense focused Outfit point expenditures, Orbital vehicle drops and such. My main gripe is the 10 outfits thing each controling one thing for the base... |
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2004-07-01, 12:12 AM | [Ignore Me] #259 | ||
Major General
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I agree. Multiple outfits per facility wouldn't be necessary if we're opening up outposts, bases AND towers for ownership..
I'm really interested to see how Outfit Barracks are going to work. Additionally, how about a security center for each base to coordinate defense?
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<Doop> |
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2004-07-01, 03:35 AM | [Ignore Me] #260 | |||||||||
To put it bluntly, to solve a lot of these controversial issues, I have moved actual "ownership" to sanctuary bases (called Outfit Barracks) where it makes more sense (Fort Bragg, USA anyone?), and replaced the continent version with a mobile option (OHQ) that better matches the fluid nature of Planetside gameplay and fosters a greater cooperative mindset among outfits. No more maintenance fees for something you can't really own. No coveting of another outfit�s base. No backstabbing or betrayals to steal that base. No Tking at the main terminal to grab a base first. No sense of wasting money on upgrades when you can't keep your outfit members online to defend them. No sense of OBO mainly being affordable for larger outfits (that privilege would belong to Outfit Barracks now). No unhealthy competition among outfits for better bases. No constant whining to buff base defense because players feel they deserve to keep a base they paid for, no matter what. Etc. etc. These are just my opinions, but I believe by splitting ownership out it creates better options and satisfaction for a wider audience. I'm sorry if people had their heart set on utterly owning Zal or Faro, but that's just not realistic with how fast conts are taken these days.
By being allowed to choose only one upgrade (two if I'm feeling generous when I post this on Idealab), anoutfit faces the same choice when choosing implants. Which one is best for this situation? So you choose. Another outfit shows up to help, and they choose an upgrade. Calls for aid produce more outfits, who purchase more affordable upgrades, even to smaller outfits (since they don't have to choose a bunch of upgrades just to defend a base properly). Consider how many different outfits help defend a single base. With OHQs, in no time you'd have a base defended by not just numbers, but upgrades such as Generator protection, Power transfer, turret upgrades, longer IFF locks, Spawnroom to surface teleporters... In the old system a single outfit would have to pay for all of that and at a base that they think might become the frontline later in the day...hopefully when they're still online to defend it. With my system, that's not even an issue. If an oufit redeploys their HQ, only that outfit's upgrade is removed from the location, and the remaining outfits can shift their upgrades around to compensate.
Well, that's how I see how OHQ and Barracks can successfully take the place of OBO and provide more fun and options for a wider range of players and their outfits, regardless of size or playing hours. Last edited by Hayoo; 2004-07-01 at 10:48 AM. |
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2004-07-01, 11:51 AM | [Ignore Me] #264 | |||
Gotta hit the road. Hopefully I'll have some graphics tonight/tomorrow to better explain OHQ and Barracks. |
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2004-07-01, 11:17 PM | [Ignore Me] #267 | |||
Command Squads provide overall direction in a campaign. They point out the next targets and trouble spots, they give notices for ANTs and which bases need Outfit HQ benefits. Outfit Headquarters provide a rallying point for outfit squads, allows the acquisition of outfit assets in the field (if they don't have a Barracks back home), and also gives some added benefits to base defense. An army squad alone can't do this, but an Outfit would logically have the resources to do so. OHQ's don't provide the actual unit-leading benefits that Command Squads, command vehicles, command posts, or command rooms provide. Outfit leaders can assemble in command rooms to manage parts of base defense or coordinate outfit assests (using Outfit waypoints, Outfit expeditures like vehicle drops, etc), but the actual combat stuff requires the command options previously mentioned. An outfit would still need a command post to communicate effectively in enemy territory. An outfit would still want to join other outfits in a Task Force to better coordinate their forces across the continent and even the entire globe (OHQ's can't do that). Emplacements, such as the Command or Communications ones, provide unit leaders (whether they're in a task force, outfit, or not) helpful abilities to lead their troops in enemy territory or in compromised frienly territory. Artillery Firebases are set up by players as usual. Either at the direction of the Command Squad or on the initiative of each unit. The CS might even organize a dedicated artillery squad with a mix of artillery emplacements and towed guns, place them in a central location, and then call out targets. Basically, OHQ helps an outfit manage itself. Command Squads helps manage the entire war. That might not have answered your concern, so feel free to elaborate. Here's some updated maps I cooked up today. It gets kinda crowded at that zoom level, looks much better when seen close up. Still working on OHQ, Barracks, and Command Squad graphics. Fig 1: Showing several facilities, towers, and urban outposts with OHQ's. Fig 2: Showing all Task Force units. I added in lattice lines, a new territory color scheme and appropriate map labels. It looks crowded now, but will look better if I can get these elements into flash so one can see how they're animated and toggled appropriately. I need to throw in the new grid system too. Too much to do. [edit: I just noticed I'd accidentally deleted the lattice link between the southern warpgate and the tech plant. Sorry. Pretend there's a link there. LOL. Last edited by Hayoo; 2004-07-01 at 11:21 PM. |
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2004-07-04, 07:50 PM | [Ignore Me] #268 | ||
Here's a rough screen of a visible progress bar for hacking when you see a friendly use an REK. This would certainly prove useful for battlefield awareness.
Once I'm back at my own computer and screenshot files I'll make a better one, as well as the oft-asked-for color coded REK beams for hacking levels. |
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2004-07-05, 07:47 AM | [Ignore Me] #270 | ||
Absolutely love the REK idea. So many times I have people come up to the CC and begin a hack when I'm halfway through it.
Also, perhaps a small little bar should show up on all friendly's HUD stating that the base or tower you're getting to is being hacked by a friendly, show the persons name and a progress bar shown. You don't have to make it large at all, just enough for the person's name and progress.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread |
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